CQ tt1 PDF
CQ tt1 PDF
CQ tt1 PDF
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OLD SCHOOL
FANTASY ROLE PLAYING
2010 by Simon Washbourne
ILLUSTRATIONS
Matthew Vasey
Some images copyright Erisian Entertainment, used with permission
Some images copyright Forge Studios, used with permission
Image on p.12 copyright Headless Hydra Games, used with permission
Map images copyright Big Finger Games, used with permission
Public Domain Images courtesy of www.karenswhimsy.com
DPOUFOUT
1 What is Role Playing?
The Core Mechanic
Dice
What is Tombs & Terrors?
2 Creating a Character
Attributes
The Six Attributes
Generating attribute scores
Primary, secondary & tertiary attributes
Attribute checks
3 Character Races
Dwarf
Elf
Giant-kin
Half-elf
Human
4 Character Classes
How to read the class descriptions
Cleric
Fighter
Mage
Thief
Barbarian
Troubadour
Complete your character
5 Skills
Skill descriptions
Languages & literacy
6 Equipment
Equipment tables
Encumbrance
7 Playing the Game
The system
Combat overview
Combat rounds
Combat actions
Situational modifiers
Armour class
Combat maneuvers
Hit points & wounds
Narrative of combat
1
2
2
3
4
4
5
6
7
8
9
9
11
12
12
13
14
15
16
17
19
21
23
25
27
29
30
35
36
36
40
41
41
42
43
44
48
49
50
51
57
8 Magic
Spell lists
Spell descriptions
9 Monsters & Treasures
Experience points for defeating foes
How to read the monster descriptions
Basilisks
Bugbears
Centaurs
Giant Centipedes
Chimeras
Cockatrices
Demons, Imps
Demons, Minor
Demons, Major
Demons, Balrog
Dragons, Black
Dragons, Green
Dragons, Red
Dryads
Dwarves
Elementals, Air
Elementals, Earth
Elementals, Fire
Elementals, Water
Elves
Gargoyles
Gelatinous Cubes
Giants, Frost
Giants, Hill
Giants, Stone
Gnolls
Goblins
Harpies
Hellhounds
Hobgoblins
Horses, Destrier
Horses, Nag
Horse, Riding
Humans, Bandits
Humans, Berserkers
Humans, Commoners
Humans, Men-At-Arms
Humans, Sergeants
58
58
60
72
72
73
74
74
74
74
74
74
75
75
75
76
76
76
76
76
77
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77
77
78
78
78
78
78
79
79
79
79
79
79
80
80
80
80
80
81
81
81
81
Hydras
Invisible Stalkers
Kobolds
Lizardmen
Manticores
Medusas
Minotaurs
Ogres
Orcs
Pagasus
Rats, Giant
Trolls
Unicorns
Undead, Ghouls
Undead, Liches
Undead, Mummies
Undead, Skeletons
Undead, Wights
Undead, Wraiths
Undead, Zombies
Undead, Barghests
Wandering monsters
Treasure
10 Running Adventures
Planning your adventure
What is the adventure?
Non player characters
Rewards
Gaining levels
An alternative system
Adventure: The Mages Manse
Appendix
Character sheet
OGL
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82
82
82
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83
83
83
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own epic story of wonder and excitement and to have fun doing so.
There isnt even necessarily an ending to the game because even as
you complete an adventure, another
one might arise in which the same
cast of characters can feature. In
this way, characters can grow with
their experiences and develop in
skill and depth.
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Several different types of dice are
needed to play the Tombs & Terrors
RPG. Dice with 4, 6, 8, 10, 12 and
20 sides are used. There are various
notations in the rules telling what
type and how many dice should be
rolled during play. These notations
may appear cryptic to first-time role
players, but they are easily learned.
Usually the type of dice is designated with a D followed by a number,
so D4 represents a 4-sided die and
D10 represents the 10-sided die
and so on. It is also possible to generate random scores for which no
die exists. The most common are
D2 and D3 respectively, both of
which can be made by rolling a D6
and dividing by 2 or 3 and dropping
the fraction. To roll a D2 using a 6sided die, the results 1-3 would be
a score of 1 and the results 4-6
would equal 2.
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Whenever you attempt an action
that has some chance of failure,
you roll a twenty-sided die (D20). To
determine if your character succeeds at a task you do this:
Roll a D20
Add any relevant modifiers
Compare the result to a target
number
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Tombs & Terrors is a fantasy roleplaying game set in a wondrous
world of imagination and adventure.
If youve ever read the books of
J.R.R Tolkien, Michael Moorcock,
Robert E Howard, Fritz Leiber,
Raymond Feist, Terry Brooks, Terry
Goodkind, Tad Williams, David Eddings or any one of the dozens of
fantasy authors out there, you already have an inkling of the kind of
adventure to expect
from this game. If
youve played another
fantasy
roleplaying game, you
know exactly what to
expect. The rules
might be a little different to what you
are used to, thats
all.
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DIBQUFS;!3!
DSFBUJOH!B!
DIBSBDUFS!
CREATING A CHARACTER
one-half
the
characters
strength bonus, while twohanded attacks receive one
and a half times the
strength bonus
Strength checks (for breaking down doors and the like)
Dexterity (Dex)
Dexterity measures hand-eye coordination,
agility,
reflexes
and
balance. It is useful for getting out
of the way of attacks, for hitting
things with bow fire and for many
other abilities where speed and
nimbleness are most important.
You apply your characters dexterity
modifier to:
Ranged attack rolls, including those for attacks made
with
bows,
crossbows,
throwing axes, and other
ranged weapons
Armour Class (AC) provided
that the character can react
to the attack
Saving throws, for avoiding
rock falls, traps, and other
attacks that you can escape
by moving quickly
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Each ability partially describes your
character and affects some of his or
her actions.
Strength (Str)
Strength measures your characters
muscle
and
physical
power.
Strength also limits the amount of
equipment your character can carry, your characters ability to make
powerful attacks or lift and move
heavy objects. The modifier affects
melee combat and damage and all
checks for which strength is the
primary influence. Characters can
military press 10x their strength
and dead lift 15x their strength.
Constitution (Con)
Constitution represents your characters health and stamina, the
characters ability to withstand
pain, suffer physical damage, avoid
fatigue and fight off sickness or poison.
You apply your characters constitution modifier to:
Each roll of a Hit Die
(though a penalty can never
drop a result below 1 - that
is, a character always gains
Intelligence (Int)
Intelligence determines how well
your character learns and reasons.
It represents mental aptitude, the
characters ability to learn quickly,
apply that learning effectively and
the capacity of a character for deductive reasoning.
Charisma (Cha)
Charisma measures a characters
force of personality, persuasiveness,
personal magnetism, ability to lead,
and physical attractiveness. This
ability represents actual strength of
personality, presence or spirit, not
merely how one is perceived by others in a social setting.
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Wisdom (Wis)
Attribute scores
are generated by
rolling 3D6. The
player adds the
totals
on
all
three dice together to create a
total score of between 3 and 18.
The process is
repeated
six
Wisdom
describes
a
characters willpower, common
sense,
perception,
and
intuition. While
Intelligence represents
ones
ability to analyse
information,
CREATING A CHARACTER
times. Once the six scores are generated, you assign one score to each
attribute. The scores may be assigned in any order or to whichever
attribute you like until all six attributes have a score.
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There are three types of attributes
in Tombs & Terrors: Primary, secondary
and
tertiary.
Primary
attributes are those physical or
mental abilities a character is particularly well trained, disciplined or
experienced in using. Secondary
attributes are those where the
character is less experienced or disciplined and tertiary ones are those
that a character is only average at
using. After generating attribute
scores, you need to decide which of
your attributes will be primary,
which will be secondary and which
are tertiary.
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The distinction between attributes
is important. Almost all non-combat
related actions in Tombs & Terrors
that have a chance of failure and for
which the TM deems a roll is necessary to resolve, require an attribute
check to determine the outcome.
Attribute
1
2-3
4-5
6-7
8-9
10-11
12-13
14-15
16-17
18-19
20-21
22-23
24-25
26-27
28-29
30-31
Etc.
Modifiers
The TM then adds any modifiers to
the challenge base that are appropriate. These modifiers usually
range between 0 and 10, but can go
higher. The sum total is the challenge class and the player needs to
roll higher than that to succeed his
action.
Modifier
-5
-4
-3
-2
-1
0
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Etc.
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Favoured class
Restricted class
Giant-kin are not very stealthy and
dwarves do not make good spellcasters. A restricted class means
characters of that race may choose
the class but the maximum level
that characters of that race can
achieve in that class is 8th level.
Humans have no such restrictions
on class.
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Prime attribute
Each character race has one primary attribute that is most closely
associated with that race. This is
the primary attribute. It cannot be
changed. If a player chooses a class
which has the same prime as his
racial prime, he can choose his second prime. Humans dont have a
racial prime attribute so they have
the advantage of choosing one.
Racial abilities
These are the special abilities that
are natural for members of that
race.
Exbsg
Dwarves are on average a good deal
shorter than either men or elves
averaging around 46 to 5 tall.
They have ruddy complexions and
usually have dark hair, although
red hair is not uncommon. Their
Attribute modifiers
Some races have higher or lower
attributes, depending on the physi-
They are ideally suited to the tunnels in which they live and work.
Their bodies seem purpose built for
manual labour; solidly muscled,
broad shouldered and large thick
fingered hands that belie considerable manual dexterity. They are
excellent miners and delvers, with a
great understanding of mountains
and tunnels, rock and metal. Dwarves make excellent stonemasons,
blacksmiths and armourers.
Dwarves are a very long lived race
with life-spans that can run into
centuries. They are heavily bearded;
it is a sign of a dwarfs status and
handsomeness to have the thickest
and bushiest beard possible. Since
dwarves have a deep inbuilt respect
for age it would be unthinkable for
a dwarf to cut off or even trim his
beard.
Dwarf traits
Prime attribute: Constitution
Attribute modifiers: Con +2, Str
+2, Cha -2
Languages: Dwarvish & Common
Favoured class: Fighter
Restricted class: Mage
Racial abilities: Darkvision (see in
the dark) 60, Stonecunning (+2 on
search checks to notice unusual
stonework, secret doors, stonework
traps, unstable passages, etc.), +4
saves vs. poisons, alcohol and paralysis, +2 to saves vs. spells, +2 to
any check to appraise, knowledge,
craft or profession involving stone,
metal or gems. They are automatically proficient with warhammers,
hand-axes and battle-axes irrespective of character class. Dwarves
receive a +1 bonus to hit against
goblins, hobgoblins and bugbears.
10
CHARACTER RACES
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Slightly shorter than the average
human, elves are also noticeably
more slender and graceful. Generally fair of face, dark of hair (which
they often wear long) and angular
featured, with narrow noses, almond eyes and pointed ears. Elves
average between 46 to 56. There
is little difference in height between
the sexes, and neither sex grows
facial, or body hair. Sometimes it is
hard for other races to tell the sexes
apart.
Elves are a magical race. They do
not sleep as most other creatures
do, instead falling into a four-hour
restful trance. Consequently, elves
are unaffected by sleep-inducing
spells and effects, and are able to
remain active far longer than other
races.
Elf traits
Elves also do not age as other creatures; their race is to all intents
immortal and their physical appearances remain unchanged once
they hit maturity.
!
11
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Giant-kin traits
Prime attribute: Strength
Attribute mods: Str +4, Con +2,
Dex -2, Int -2
Languages: Giantish and common
Favoured class: Cleric
Restricted class: Thief
Racial abilities: Giant-kin receive
+4 to perform checks where they
are simply reciting a tale or poem,
+2 to sense motive checks when
being lied to. Giant-kin are resilient
to fire and receive +2 to saves
against normal or magical fire. They
receive a +2 bonus on any skill relating to building or piloting ships
and boats. Giant-kin can use 2handed weapons one-handed (and
can therefore use a shield at the
same time).
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Half-elves are the offspring of men
and elves and as such share some
of the features of each race. Halfelves look like elves to humans and
like humans to elves (hence their
elven description as "half-human").
12
CHARACTER RACES
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Humans are the most widespread
race and rather more prolific than
any of the other player character
races. They have the widest variety
of body shapes and sizes and the
greatest range of skin and hair colouring. Many have a dash of nonhuman blood and may demonstrate
hints of elf, orc or other lineages.
Humans are the youngest race and
have the shortest lifespan at about
70 years. They are the most adaptable,
flexible,
numerous
and
ambitious of the races.
Half-elf traits
Prime attribute: Charisma
Attribute mods: +2 Cha
Favoured class: Thief (and troubadour)
Languages: Elvish and Common
Restricted class: None
Racial abilities: Nightvision (as
elves), +2 to diplomacy, gossip and
sense motive checks, +2 to saves vs.
sleep spells, aging effects and spells
of enchantment.
Human traits
Prime attribute: None (choose one)
Attribute mods: +2 to any attribute
Favoured class: None
Restricted class: None
Racial abilities: +1 extra skill of
choice as a class ability at 1st level
13
DIBQUFS;!5!
DIBSBDUFS!
DMBTTFT!
A group of characters
in
this
roleplaying
game
needs to be constructed
quite
carefully, with regard
to the other characters in the group, so
that everyone knows
what their role is in
the group and why
they all work together. For example, it is
probably best to have at least one
character of each class for most
standard types of campaign.
14
CHARACTER CLASSES
Abilities
This is a list of abilities possessed
by members of the character class.
Some abilities are not gained until a
certain level is achieved, some are
automatic and some require an attribute check. The description in
the text tells you all about this.
Skills
Besides class abilities, each character class has a choice of skills. Once
chosen, the skills become class
abilities and all attribute checks
are made as appropriate for a class
ability. Each character also gains
an additional skill at levels 3, 6, 9
and 12.
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Prime attribute
Each character class has one primary attribute that is most closely
associated with that class. This is
the primary attribute. It cannot be
changed.
Level
Characters advance in levels as
they complete their adventures and
gain experience. As they gain levels,
their chance to hit, hit points and
defence bonus improve. They may
also gain new abilities or extra uses
of an ability they already have. The
experience required by each class to
gain levels differs.
Weapons
These are the weapons that can be
used without penalty by characters
of that class. If a character uses a
15
Dmfsjd
In Tombs & Terrors, clerics are warrior-priests, making them versatile
figures, both capable in combat and
skilled in the use of divine magic.
Clerics are powerful healers due to
the large number of healing and
curative magics available to them.
With divinely-granted abilities over
life or death, they are also able to
repel or control undead creatures.
Skills
Clerics can choose 3 (+Int mod)
skills from the following list as class
abilities; Diplomacy, gossip, heal,
intimidate, interrogate, knowledge
(any),
language (any), notice,
ride, sense motive.
Abilities
Spell Casting
Clerics cast divine spells from a
specific list of largely protective
and curative spells. Each day, a
cleric prays for a certain set of
spells, choosing any spells from
the standard list. The experience
table shows how many spells
they may receive and cast each
day, depending on the clerics
level. Clerics dont need to select
their 0-level spells daily. They
can cast spells from the list up
to their maximum per day (3 at
1st level).
Spell bonus for high wisdom:
With a wisdom bonus of +1, a
cleric can receive an additional
spell of 1st level, with a wisdom
bonus of +2 he gets an additional 2nd level spell, with +3 bonus
he gets an additional 3rd level
spell and so on. He can only cast
these bonus spells if he is of sufficient level to receive spells of
that level in the first place.
16
CHARACTER CLASSES
Undead Turning
Clerics can use their faith to cause
undead to flee. See turning undead
on page 45).
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Establish Temple
At 10th level, a cleric can choose to
build a church and will attract a
loyal body of 2D4 (2-8) acolytes (1st
level clerics) and another 5D6 (5-30)
loyal 0-level followers.
Cleric stats:
Prime attribute: Wisdom
Hit Die: D8
Starting money: 3D6x10gp
Armour: Any
Weapons: Club, mace, flail, quarterstaff, warhammer, sling
Abilities: Spell Casting, Undead
Turning, Establish Temple.
HD
D8
D8
D8
D8
D8
D8
D8
D8
D8
D8
+2
+2
BtH
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
+8
+9
EPP
0
1500
3000
6000
12000
24000
48000
96000
192000
385000
600000
900000
0 1
3 1
4 2
4 2
5 3
5 3
5 3
6 4
6 4
6 4
6 4
6 5
6 5
Spells/day
2 3 4
1
2
2
3
3
4
4
4
4
4
1
2
2
3
3
3
4
4
1
2
2
3
3
3
1
2
2
3
17
Skills
Fighters can choose 2 (+Int mod)
skills from the following list as class
abilities; climb, craft (choose any
one), gossip, heal, intimidate, jump,
language (choose any), notice, ride.
Abilities
Weapon Specialization
At 1st level, a fighter can choose
one weapon in which to specialise.
Any weapon can be selected, including ranged weapons. The
weapon selected is often endemic to
the fighters culture or society,
though neednt be. The TM and
player should consult to see which
weapons are available for specialization, bearing in mind culture,
social status, location and availability. Fighters can choose only one
weapon in which to specialize. Once
chosen, the weapon cannot be
changed. For fighters between 1st
and 6th level, this gives a +1 bonus
to hit and to the damage caused,
when attacking with that weapon.
At 7th to 12th level, the bonus is +2
to hit and to damage.
Extra Attack
At 10th level, the fighter gains one
additional attack each combat
round with any weapon.
Establish Stronghold
At 10th level, a fighter who chooses
to build a castle is considered to
have the title Baron bestowed upon him by the local ruler. He can
attract a body of 5D4 (5-20) loyal
men-at-arms of 1st level to his
holding. For every 5 fighters, there
will be one of 2nd level.
Fighter stats:
Prime attribute: Strength
Hit Die: D10
Starting money: 3D8x10gp
Armour: Any
Weapons: Any
Abilities: Weapon Specialization,
Combat Machine, Extra Attack, Establish Stronghold
Combat Machine
At 4th level, the fighter gains an
extra attack with any weapon when
fighting opponents of 1st level (1HD)
or lower. The fighter must direct all
his attacks in a combat round toward opponents that meet these
18
CHARACTER CLASSES
HD
D10
D10
D10
D10
D10
D10
D10
D10
D10
D10
+3
+3
BtH
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12
Nbhf!
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EPP
0
2000
4000
8000
16000
30000
50000
90000
180000
360000
550000
800000
19
Skills
Mages can choose 3 (+ Int mod)
skills from the following list as class
abilities; Forgery, gossip, diplomacy,
intimidate, knowledge (any), languages (any), listen, notice, sense
motive.
Wizards Tower
At 10th level (or any level thereafter), mages can construct a tower
where they can study their esoteric
grimoires and conduct their magical
experiments. They can attract a
group of 2D6 (2-12) 1st level apprentices (for every 4 students,
there will be one of 2nd level) looking to learn mystical secrets from
the mage.
Abilities
Spell Casting
The mage has all the spells he
knows written down in his spellbook. At 1st level, he knows all the
0-level spells and doesnt need to
memorize them or read them from
his spellbook in order to be able to
cast them. He also knows a number
of 1st level spells equal to his intelligence modifier. At each new level,
the mage can add 2 new spells of
any level that he knows.
He needs his spellbook in order to
be able to cast his spells. However,
rather than carry his spellbook
around with him, he can memorize
some of his spells; he can cast
Lvl
his memorized spells without 1
referring to his book. The 2
number of spells he can memo- 3
rize each day is set out on the 4
5
mage level table. Once a spell 6
has been cast, it is lost from 7
memory and has to be re- 8
9
memorized from his spellbook.
10
11
12
Mage stats:
Prime attribute: Intelligence
Hit Die: D4
Starting money: 2D4x10gp
Armour: None
Weapons: Dagger, dart, quarterstaff, sling, crossbow
Abilities: Spell Casting, Wizards
Tower
20
BtH
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
EPP
0
2500
5000
10000
20000
40000
80000
150000
275000
525000
750000
1000000
0
3
4
4
4
4
4
4
4
4
4
4
4
1
1
2
2
3
3
3
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
1
2
2
3
3
3
4
4
1
2
2
3
3
3
1
2
2
3
1
2
CHARACTER CLASSES
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Skills
Thieves can choose 5 (+ Int
mod) skills from the following
list as class abilities; Appraise,
climb, disguise, forgery, gossip,
intimidate, interrogate, jump,
knowledge (choose from ancient
artefacts, local area, underworld, tombs & crypts, or
wounds & corpses), languages,
listen, notice, perform, pick
lock, pick pocket, search, sense
motive, stealth, track.
Abilities
Back Attack
A thief can use stealth to sneak
up on someone and catch him
or her unaware. If a thief is able
to attack an unaware opponent
from the rear, he gains a bonus
to hit and damage with small
melee weapons, such as knives,
clubs and saps. He must make
a successful move silently
check to sneak up, or otherwise
be successfully concealed behind his foe. He then gets a +4
bonus to hit. A successful hit
means he causes double damage. At 5th level damage is trebled
from a back attack and at 10th level
the damage is quadrupled.
Traps (Int)
A thief may use this ability to find,
disable or set traps. Each use requires a separate check and each
check may be made only once in a
given circumstance. To find a trap,
the thief must spend time searching
21
Thief stats:
Sneak Attack
At 4th level, a thief has learned to
adapt back attack skills to more
general situations. When an opponent or victim is aware of the thief,
but unsuspecting of attack, a thief
can use the sneak attack ability.
For example a thief could be having
a conversation with a victim while
hiding a dagger up his sleeve, intending to knife him at some point.
Or he could be waiting in a tree
with a loaded crossbow, waiting for
the perfect opportunity to fire. A
thief making a sneak attack gains a
+2 bonus to hit and a +4 bonus to
damage. Ranged weapons can be
used as long as the target is within
30. A thief cannot shoot with deadly accuracy beyond that range.
Level
1
2
3
4
5
6
7
8
9
10
11
12
22
HD
D6
D6
D6
D6
D6
D6
D6
D6
D6
D6
+1
+1
BtH
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
+8
+9
EPP
0
1500
3000
5500
11000
22000
44000
88000
160000
300000
500000
700000
CHARACTER CLASSES
Abilities
Cbscbsjbo!
Cbscbsjbo!
6th Sense
The barbarian is good at avoiding
the worst trails or avoiding mountain passes that spell danger. He
even tends to move at the right
moment, just when the snake is
about to strike or the arrow about
to hit. Once per day per 3 levels, the
barbarian can rely on his 6th sense
to get a feel for an action he is
about to perform. If he succeeds,
the TM can give a general hint as to
whether it will be good or bad for
him to take that action. In addition,
the TM can roll whenever there is
danger ahead that the player or
character wouldnt otherwise be
aware of and with a successful roll
the TM can tell the player that
something up ahead doesnt feel
right or some other vague hint that
there is danger nearby.
Damage Reduction
At 4th level, a barbarian gains
Damage Reduction. Subtract 1 from
the damage the barbarian takes
each time he is dealt damage from a
weapon or a natural attack. At 8th
level this damage reduction rises by
1 point and at 12th level by another
point.
Fast Movement
A barbarians land speed is faster
than the norm for his race by +10
feet.
Skills
Barbarians can choose 4 (+ Int
mod) skills from the following list as
class abilities; Climb, handle animal, intimidate, jump, knowledge
(local area or nature), languages,
listen, literacy, notice, ride, stealth,
swim, track.
Rage
A barbarian can fly into a rage a
certain number of times per day. In
a rage, a barbarian temporarily
gains a +4 bonus to Strength, a +4
bonus to Constitution, and a +2
morale bonus on Will saves (increasing to +6, +6
and +4
23
Survival
In the wilderness, barbarians can
provide food, water and shelter for
themselves and other people travelling with them. They can find
enough food for 2-8 people for 1-2
days in 5-8 hours or so by a bit of
foraging, trapping and hunting. For
more people he must spend an additional 5-8 hours foraging. At the
end of this time, the barbarian
must make an attribute check to
continue to find and supply food
and water for others. The barbarian
can only gather food for a maximum
of 12 hours in a day. In addition, a
barbarian can automatically determine where true north lies in
relation to himself. Barbarians can
also fashion makeshift weapons
(spears, shortbows & arrows, flint
Establish Tribe
At 10th level (or at any level thereafter) the barbarian may establish a
tribe in a wilderness area, of which
he is the chieftain. It will attract
4D4 (4-16) barbarians of 1st level
(for every 5 such barbarians, there
will be one of 2nd level).
Barbarian stats:
Prime attribute: Constitution
Hit Die: D12
Starting money: 1D8x10gp
Armour: Leather, padded, studded,
ringmail, mail shirt, all shields.
Weapons: Any
Abilities: 6th Sense, Damage Reduction, Fast Movement, Rage,
Survival, Establish Tribe.
Level
1
2
3
4
5
6
7
8
9
10
11
12
24
HD
D12
D12
D12
D12
D12
D12
D12
D12
D12
D12
+3
+3
BtH
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12
EPP
0
1750
3500
7000
14000
28000
50000
100000
175000
325000
575000
750000
CHARACTER CLASSES
Uspvcbepvs!
Uspvcbepvs!
Fascinate (Cha)
A troubadour can use his music or
poetics to cause one or more creatures to become fascinated with
him. Each creature to be fascinated
must be within 90 feet, able to see
and hear the troubadour, and able
to pay attention to him. The troubadour must also be able to see the
creature. The distraction of nearby
combat or other dangers prevent
the ability from working. For every
three levels a troubadour attains
beyond 1st, he can target one additional creature with a single use of
this ability. To use the ability, a
troubadour makes a perform check.
If a creatures saving throw succeeds, the troubadour cannot
attempt to fascinate that creature
again for 24 hours. If its saving
throw fails, the creature sits quietly
and listens to the song, taking no
other actions, for as long as the
troubadour continues to play and
concentrate (up to a maximum of 1
round per bard level). Any obvious
threat, such as someone drawing a
weapon, casting a spell, or aiming a
ranged weapon at the target, automatically breaks the effect.
Skills
Troubadours can choose 4 (+ Int
mod) skills from the following list as
class abilities; Appraise, climb, disguise, forgery, gossip, interrogate,
jump, knowledge (choose any), languages (any), listen, notice, perform,
pick lock, pick pocket, ride, search,
sense motive, stealth.
Abilities
Countersong (Cha)
A troubadour can use his music or
poetics to counter magical effects
that depend on sound. Each round
of the countersong, he makes a Per-
25
Establish Troupe
At 10th level (or at any level thereafter) the troubadour may establish a
troupe of travelling entertainers. It
will attract 4D6 (4-24) troubadours
of 1st level (for every 6 such troubadours, there will be one of 2nd
level).
Troubadour stats:
Prime attribute: Charisma
Hit Die: D6
Starting money: 4D4x10gp
Armour: Leather, padded, studded
leather, ringmail. No shields.
Weapons: Club, dagger, dart, quarterstaff, shortsword, rapier, sling,
shortbow, crossbow
Abilities: Countersong, Fascinate,
Establish Troupe, Inspire Courage,
Inspire Greatness, Spell Casting
Lvl
1
2
3
4
5
6
7
8
9
10
11
12
26
HD
D6
D6
D6
D6
D6
D6
D6
D6
D6
D6
+1
+1
BtH
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
+8
+9
EPP
0
1750
3500
7000
14000
28000
55000
110000
200000
350000
575000
800000
0
2
3
3
3
3
3
3
3
3
3
3
3
0
1
2
3
3
3
3
3
3
3
3
0
1
2
2
3
3
3
3
3
0
1
2
2
3
3
0
1
2
CHARACTER CLASSES
Dpnqmfujoh!zpvs!!
Dpnqmfujoh!zpvs!!
dibsbdufs!
dibsbdufs!
Persona
The appearance and demeanour of
your character is entirely up to you
and how you picture him or her.
Describing your character as simply
a fighter, doesnt
really paint a picture of him. SaySaying that he is
a
tall,
rangy,
bald-headed fellow with a mean
look in his eyes
and quick to draw
his blades paints
a better picture.
Adding to this description
his
usual
style
of
clothing
embellishes the picture
further. He wears
a long threadbare
tunic thats seen
better
days,
scuffed
leather
boots covered in
dirt and dust and
a couple of blades
hang from his
belt. Now you
can almost see him walking into
town after a few days out on the
trail.
Often it is worth
developing
one
thing that your
character wants
to do, especially if
you
talk
this
through with the
other players (or
the TM, if it is
supposed to be a
secret). This could
be something as
simple as a character wants to get even with someone who has wronged him in the
past, or it could be that someone for
some reason is hunting him? It
might be that the character is aiming to carve out a reputation for
himself, seeking wealth or power by
lawful or unlawful means or any
one of a number of other goals.
These aims will give your TM some
27
Name
A characters name is a highly evocative way to help conjure up the
right image of your character. Obviously, you need to choose a name
that suits the fantasy world that
your TM has created and that is
suitable for the style of game that
you are playing. If you are playing a
light-hearted game, or playing in a
Hollywood
not-quite
historical
style, then you can probably get
away with taking a few more liberties. If in doubt, ask the other
players or the TM. Stealing names
from fantasy novels is fine - especially if you change a few of the
letters around so that they are not
quite as obvious. Elric could become Elrin, for example.
28
DIBQUFS;!6!
TLJMMT!
Skill list
Appraise (Int)
Climb (Str or Dex)
Craft (Int) (Armourer, blacksmith, bowyer, carpenter, goldsmith, leatherworker,
potter, tailor)
Diplomacy (Cha)
Disguise (Cha)
Forgery (Int)
Gossip (Cha)
Handle Animal (Cha)
Heal (Wis)
Intimidate (Cha or Str)
Interrogate (Cha)
Jump (Str or Dex)
Knowledge (Int) (Battle tactics, religion,
local area, law, nature, nobility & royalty,
trade & traders, the underworld, ancient
artefacts, tombs & crypts, wounds &
corpses etc.)
Languages (Int) (Common, Dwarvish,
Elvish, Giantish, Goblin, Orcish, Ancient,
Draconic, Centaurish, Demonic etc.)
Listen (Wis)
Literacy (Int)
Notice (Wis)
Perform (Cha)
Pick Lock (Dex)
Pick Pocket (Dex)
Ride (Dex)
Search (Wis)
Sense Motive (Wis)
Stealth (Dex)
Swim (Str)
Track (Wis)
29
Tljmm!eftdsjqujpot
Tljmm!eftdsjqujpot!
qujpot!
Appraise (Int)
This is the skill of determining the
value and craftsmanship of common
or
well-known
objects.
Appraising a rare or exotic item requires a successful check with at
least a -5 modifier. If the check is
successful, you estimate the value
correctly. You can even determine
the maker, if local or well known,
with a -10 penalty. You might also
want to ascertain other details
about an item, such as its age, materials used to make it and so on.
All of these may involve a higher
challenge rating at the TMs discretion. If you have a craft that is
relevant to the item being assessed,
you can add +2 to his attribute
check. It normally takes at least a
minute to appraise the approximate
worth of an item and rather longer
for other details.
Craft (Int)
Craft is actually a number of separate skills. You could have several
crafts each purchased as a separate
skill. A craft skill is specifically focused on creating, making or
repairing something. Having a craft
usually denotes that the character
is or has been a craftsman at some
point in his or her life. You can
practice your trade and make a decent living, earning about 4-24gp
(4D6) per week of dedicated work,
plus 1gp per level attained. You
know how to use the tools of your
trade, how to perform the crafts
daily tasks, how to supervise untrained helpers, and how to handle
common problems. (Untrained laborers and assistants earn about
1gp per day). The basic function of
the Craft skill, however, is to allow
you to make an item of the appro-
30
SKILLS
Diplomacy (Cha)
This skill covers the art of talking,
persuasion, mediation, listening,
reasoning, debate and even general
etiquette. Make a check whenever
you want to talk somebody out of or
into an alternate course of action
from one already proposed, persuade somebody to do (or not to do)
something or to get across a point
in a debate. It can be used to make
an appeal in court, to swing the
case in a different way. If backed up
with a bit of hard cash, diplomacy
can also be used to bribe someone,
if they are of the type that would
succumb to such tactics.
Forgery (Int)
This is the skill of the character to
write (or copy) documents and
manuscripts with the intention of
passing them off as the real thing.
The character may need to get hold
of some old parchment to duplicate
something that is old, or use methods of staining and so on, to age
the forgery. He may also need to get
hold of coloured inks, for example,
to duplicate illustrated manuscripts
of the type that monks write. The
skill also encompasses the ability to
spot a forgery (using the notice
skill, with a bonus of +2).
Disguise (Cha)
Gossip (Cha)
31
Heal (Wis)
This is the skill of providing immediate first aid to an injured person.
By cleaning and bandaging a
wound, with a successful check, an
injured character will recover 1 hit
point, will stabilize if below 0 hit
points and the wound will not become infected, as long as the
cleaning and dressing was applied
within an hour of the character becoming injured. A character with
the heal skill can add +2 to any
knowledge (wounds & corpses)
checks made to assess the injuries
on a dead body.
32
SKILLS
Knowledge (Int)
Each time you choose a knowledge,
you can choose another subject
which you have studied, learned or
just picked up and which you know
quite a lot about. This is more in
depth than the sort of stuff you
might pick up when gossiping in
the taverns.
Languages (Int)
Slightly different from the other
skills in that you can choose it multiple times and each time adds
another language to your repertoire.
Common is known by most travellers; other languages would be
racial tongues (Dwarvish, Elvish,
Goblin, Orcish, Giantish, Draconic
etc.), disused or Ancient tongue,
secret languages (Thieves tongue) or
the languages of individual nations.
Interrogate (Cha)
This is a way of questioning people
for specific pieces of information. It
differs from gossip, because gossip
tends to be stuff that is quite well
known and has been doing the
rounds. Interrogation tends to be a
way of getting secrets from individuals whod rather not share those
secrets. Sometimes interrogation is
subtle and the victim isnt aware
that he is giving away the information and other times it is clear
what is happening, but the victim is
unable to stop himself.
Listen (Wis)
The character has an acute sense of
hearing and may have even trained
him or herself to specifically take
notice of certain sounds and noises.
For example, a musician can tell
different notes and pitches. Its main
use though is in detecting sounds
33
Literacy (Int)
Perform (Cha)
Many people cannot read or write.
For game purposes, all characters
can read and write and therefore get
literacy for free, except barbarians
and giants. Anyone who is literate is
assumed to be able to read and
write all the languages that he
knows.
Notice (Wis)
This is a general awareness of ones
surroundings, things that appear
odd or out of place and so on. It is a
skill that you dont use as such; it
is constantly on. Whenever there is
a chance that you might have noticed something unusual, you can
make a check to see whether you
Ride (Dex)
Just about anyone can stay on a
horse, if it is just trotting along.
However, this is the skill to ride a
horse properly. It enables you to
perform jumps, break-neck chases
34
SKILLS
Search (Wis)
You can examine a specific area for
clues, evidence or other things like
catches on a hidden door or secret
compartments
in
chests
and
drawers This skill does not generally enable you to find
complex traps unless you are a thief.
Track (Wis)
You can follow the trails and tracks
of people and animals across all
sorts of terrain following the signs
of their passage (not
simply boot marks,
but broken twigs,
hairs caught on
brambles and so
on).
Sense Motive
(Wis)
You can use this
skill to tell when
someone has an
agenda they are
hiding from you. It
is a combination of
their
body
language, mannerisms
and speech patterns that provide
tell-tale clues.
Mbohvbhft!
boe!mjufsbdz!
boe!mjufsbdz!
All characters are
presumed to speak
Common. A character
with
an
intelligence bonus
can also speak another language for
every point of bonus, so with a +3
intelligence modifier
he can speak an
additional
three
languages. Others
must be chosen as
skills.
Stealth (Dex)
You use this skill to
be quiet and unnoticed
when
you
dont want to be
seen or heard. It is
the art of sneaking
up on someone, of
hiding in the shadows and of using
available cover to go unseen. You
receive positive modifiers in the
darkness or when there are things
to use as cover, but it is almost impossible on a clear day, in the open.
All characters are considered literate, except barbarians and Giantkin. If they want to read and write,
they need to choose literacy as one
of their class skills.
Swim (Str)
Using this skill, you are able to
cross rivers, remain above water or
35
DIBQUFS;!7!
FRVJQNFOU!
Class
Cleric
Fighter
Mage
Thief
Barbarian
Troubadour
GP
3D6x10
3D8x10
2D4x10
2D6x10
1D8x10
4D4x10
Uif!
Uif!frvjqnfou!ubcmft!
frvjqnfou!ubcmft!
Its not possible to list everything
you could need in a game, so the
price lists are simply to give some
examples, so that you can work out
prices yourself of other items and
services you might want to include
in your games of Tombs & Terrors.
All
prices
mentioned
are
changeable; anyone with skill in
Diplomacy can haggle the prices
down. In different locations or at
different times of the year prices
may vary. Local conditions may lead
to prices for some things to increase
but for other products to be
cheaper.
10sp = 1gp
10gp = 1 gc
An average labourer can expect to
receive 2 gp a day for his hard
work. Therefore, every character
begins the game with a few gold
pieces with which to buy some stuff
that their character has at the start
of the game. It is assumed that they
begin with a set of clothing
appropriate to their class.
36
EQUIPMENT
Weapons; Melee
Weapon
Axe, battle
Axe, hand
Axe, great
Club
Dagger
Fist
Flail, light
Flail, heavy
Halberd
Hammer, Light
Hammer, War
Mace, Light
Mace, Heavy
Morningstar
Rapier
Sap
Spear
Spear, long
Staff
Sword, bastard
Sword, broad
Sword, falchion
Sword, scimitar
Sword, short
Sword, long
Sword, Two handed
Cost
(gp)
10
6
20
2(sp)
2
8
15
10
4
12
10
24
16
20
1
6
10
1
50
24
40
30
20
30
65
Damage
Range*
1D8
1D6
1D12
1D6
1D4
1D2
1D8+1
1D10+1
1D10
D4+1
1D8
1D6
1D8
2D4
1D6
1D3
1D6
1D8
1D6
1D10
2D4
2D4
1D8
1D6
1D8
2D6
10
10
10
20
20
-
Wei ght
(l bs)
7
3
12
3
1
6
10
15
2
8
6
10
8
3
1
4
9
4
10
6
7
4
3
4
15
Enc
3
2
4
2
1
3
4
5
2
4
3
4
3
1
1
3
4
4
4
3
3
3
2
3
5
Weapons; Ranged
Weapon
Arbalest
Arrows (20)
Arrows (12)
Bolts (12)
Bow, Long
Bow, Short
Crossbow, Light
Crossbow, Heavy
Sling
Cost
(gp)
100
4
3
2
75
30
35
50
1/2
Damage
Range*
4D4
as bow
as bow
as x-bow
1D12
1D8
1D10
2D6
1D6
150
as bow
as bow
as x-bow
100
60
80
120
50
37
Wei ght
(l bs)
12
3
2
1
3
2
6
9
-
Shots
Enc
1/3
1
1
1/2
1/3
1
5
4
3
2
4
3
3
4
1
Armour
Ar mour type
Padded gambeson
Leather jerkin
Leather coat
Leather armour
Studded leather
Scale mail
Mail byrnie (shirt)
Mail hauberk (coat)
Splint mail
Part plate*
Full plate*
Buckler
Shield
Large shield
Cost
(gp)
5
8
11
15
25
50
100
200
350
700
1500
15
10
20
Ar mour Class
+1
+1
+2
+3
+3
+4
+4
+5
+6
+7
+8
+1
+1
+2
Wei ght
(l bs.)
10
8
15
15
20
35
25
40
45
50
60
5
10
15
Cost
gp
5(sp)
1(sp)
2
10
1
8
15
30
10
5(sp)
75
2(sp)
4
200
3(sp)
10
1
3
4(sp)
38
Wei ght
(l bs)
2
5
4
8
3
7
5
6
7
3
10
2
4
15
2
2
5
4
2
Enc
1
2
2
1
2
1
1
2
1
2
1
1
3
1
1
-
Enc
2
1
2
2
2
4
3
4
4
4
4
1
2
3
EQUIPMENT
Cost
(gp)
2
10
25
8
2(sp)
3
400
20
150
75
Item
Mule
Ox
Pig
Pony
Saddle
Saddle blanket
Saddle bags
Sled
Hand Cart
Wagon
Cost
(gp)
10
12
10
30
15
2(sp)
4
10
15
35
39
Cost
(gp)
1
2
10
2(sp)
1
1
25
5
2(sp)
6(sp)
2(sp)
10/month
30/month
1
1(sp)
1
4
25
4(sp)
1(sp)
Wei ght
(l bs)
1
4
25
1
1
2
3
8
4
10
1
1
4
1
Enc
1
2
4
1
1
1
2
3
2
4
1
1
2
1
Fodvncsbodf!
Fodvncsbodf!
There are several ways to deal with
what a character can carry before
he or she is weighed down with too
much stuff. One is to ignore set
rules altogether and just leave the
players and TM between them to
use judgement and common sense
to determine when a character is
getting ridiculously overloaded.
Encumbrance
category
None
Light
Maximum
Moderate
Heavy
Overburdened
Enc
0 to 1xER
1xER to
2xER
2xER to
3xER
3xER to
4xER
4xER to
5xER
5xER
Effects of Encumbrance
There are penalties to lugging too
much stuff around and this comes
in the form of slower movement
rates and a reduced armour class.
Determining Encumbrance
Each character has an encumbrance rating (ER) of 10 + the
characters strength modifier, if
any. All items and equipment have
an encumbrance rating (enc.). For
many items, this rating is in the
equipment lists. Simply add up the
enc. value of all items carried by the
character. This is the characters
encumbrance rating. Dont count
clothes (hat, shirt, boots etc.) that
the character is wearing, but if he is
wearing a sword, that is counted.
Moderate
Heavy
Overburdened
40
Penalties
No effect
Reduce move by
1/4 and -1 to
armour class
Reduce move by
1/2 and 2 to
armour class
Reduce move by
3/4 and 4 to
armour class
Move reduced to
1 foot and 8 to
armour class
DIBQUFS;!8!
QMBZJOH!UIF!HBNF!
Uif!tztufn!
Uif!tztufn!
In these situations, an attribute
check is used to see whether the
action succeeds or fails. The attribute check is made by the player
rolling a D20 and adding the attribute modifier of one of the
characters six attributes. The attribute used is the one most
appropriate to the action that is being attempted. Sometimes the
characters level is added to the die
roll too. If the total score exceeds
the target number, the character
succeeds.
41
Dpncbu!pwfswjfx!
Dpncbu!pwfswjfx!
Saving throws
Saving throws are similar to attribute checks, only they occur as a
result not of actions taken by the
character but as a result of actions
against the character or something
acting against the character, often
passively. So a saving throw is an
attribute check for the character to
avoid damage or some other harmful effect, caused by specific
situations or effects.
42
The combat rules in Tombs & Terrors have been kept deliberately
simple. Much room for interpretation has been left to the TM, as
there cannot be rules for absolutely
everything that might happen in a
fight. The rules have been designed
to organize the action of the combat
to a certain degree but to allow the
narrative flow of the combat from
both players and TM to have an important role.
Basic outline
rounds
of
combat
Surprise
Before combat begins, the TM determines if one or the other party is
surprised. Surprise is a situation in
which the characters happen upon
their enemies and neither is aware
or expects the other. Surprise may
also occur where one party is deliberately trying to surprise the others
like in an ambush, for example.
Before any surprise roll is made,
The TM determines if surprise is
possible. A group that is aware of
anothers presence cannot be surprised. If a party can be surprised,
a wisdom attribute check is made
by the individual in the group with
the best chance of succeeding at it,
or by each member of the group individually.
If
the
check
is
successful, that party or individual
is not surprised. Failure indicates
surprise.
Dpncbu!spvoe!
Dpncbu!spvoe!
One combat round is 10 seconds
long. During this round, all the
characters and non-player characters should get a chance to do
something. Generally only one action is allowed, such as firing a
bow, punching someone or mounting a horse. The types of actions are
discussed ahead.
43
Initiative
An initiative roll determines the order of action in a combat round.
Every combatant participating in
the fight rolls a D20 to determine
their initiative at the start of the
combat. Once this is determined,
the order stays that way throughout
the fight. Those with the highest
initiative get to do what they want
to do first and then the next highest
and so on. To the D20 roll, characters add their dexterity modifier and
their level (or HD). This is because
faster characters act more speedily
and more experienced characters
are able to weigh up a situation
quicker and act more decisively.
Sometimes the TM may want to
make a group initiative roll for nonplayer characters, especially where
there are a lot of them, maybe only
making a separate one for the leader or an important NPC.
Opportunity action
A character with a high initiative
can withhold his action to see what
happens around him before taking
his action at a later point in the
combat round. On his initiative, he
simply states that he is awaiting his
opportunity and does nothing else.
At any point from then until the end
of the round he can take his action
whenever he likes or whenever an
opportunity presents itself. He cannot alter this at the end of the
round to re-focus instead. Once he
has declared he is awaiting an opportunity, he is preparing himself to
react and if an opportunity doesnt
arise to do anything, then he loses
his action for that round.
Move
Dpncbu!bdujpot!
Dpncbu!bdujpot!
Attack
A character is allowed one attack
each round unless they possess a
44
Re-focus
As long as the character does nothing at all during the round, he may
re-roll his initiative at the beginning
of the next round and act according
to the new initiative roll if it is higher than the original, otherwise
reverting to the original.
Result
Below CR
0 to +6
+7 to +12
+13 or more
Cast a spell
A spellcaster can cast a spell during
combat. The casting starts at the
beginning of the combat round,
with the spellcaster readying the
spell. On the casters initiative he
lets the spell go. If concentration is
broken before the spell is loosed (by
suffering damage, for example), the
spell is lost.
Effect
No effect on undead
Undead held back 60 as
long as cleric holds forth
his symbol
Undead flee for 2D6
rounds
Undead are destroyed
Turning Undead
Clerics can turn the undead causing them to back off, flee or become
destroyed. The cleric holds his religious symbol before him and
commands the undead to return to
the grave. He gets +1 to his turning
attempt for a silver symbol.
Non-combat action
These are things that a character
might do that could have a bearing
on the combat but are otherwise
not really combat orientated nor do
they involve the use of an ability.
The action could be as simple as reloading a crossbow, standing still,
talking, picking something up,
watching and waiting or opening a
door. Such actions typically have no
chance of failure, but they do take
time. No matter the type of action
attempted, it is up to the TM to decide how long any action takes and
whether it can be completed in a
single round.
45
Melee combat
Melee occurs when two or more
people engage in hand-to-hand
combat and are wielding weapons of
some kind. The attacker rolls a D20
and adds his basic to hit bonus
(from his class and level) plus any
strength modifier. If the total is
greater than or equal to the defenders armour class, the attacker has
hit the defender and inflicts damage
as determined by the type of weapon being used. Unarmed combat is
considered melee combat too, but is
detailed below.
A melee attack, just like all movement and other stuff that goes on in
a combat round is an abstraction.
Though the character usually only
makes one melee attack in a round,
it should not be considered only one
swing or stab of his weapon. A melee attack consists of a series of
thrusts, parries, attempted attacks,
feints, backing off, advances and so
on, that sometimes results in damage to the defender. The damage
from the blow could actually be
Charging
Charging is a way of trying to improve the effect of any melee or
unarmed attack on the target. A
successful charge attack inflicts a
46
Unarmed combat
Brawling is melee combat where no
weapons are being used, i.e. unarmed combat. In most cases, the
success of these attacks is determined as normal with a D20 roll
and by adding the characters to hit
bonus and strength modifiers. If the
total is equal to or higher than the
defenders armour class, the attacker has successfully hit the defender
and inflicts damage as determined
by the class ability.
Ranged combat
When your character fires a bow,
sling or crossbow (or throws an axe
or some other weapon) at another,
the ranged combat rules apply.
Dexterity is the attribute that modifies a ranged attack to hit roll. If the
total of the D20 roll plus the characters basic to hit bonus and
dexterity modifier is greater than or
equal to the defenders armour
class, the attacker has successfully
hit the defender and inflicts damage
as determined by the bow or other
weapon used.
Thrown weapons
Thrown weapons include knives,
hand axes, light hammers and
spears. The strength bonus to damage is included on all successful
hits with thrown weapons, but not
with firearms.
Grappling
Range increments
47
Pummelling
This involves the use of fists, feet,
knees and elbows to inflict damage
on an opponent, with the intention
of knocking them out or otherwise
incapacitating them. As usual the
attacker rolls D20 to hit adding,
strength and to hit modifiers. If the
total exceeds the defenders armour
class, the pummelling inflicts d2 hit
points of subdual damage. Damage
is modified by strength.
Overbearing
This type of attack is used to knock
an opponent down. This tactic is
used in wrestling and other types of
hand-to-hand combat as well as
when an animal charges into somebody. As usual, the attacker rolls
D20 and adds appropriate modifiers. If a hit is successful, the
defender gets to make a strength
saving throw to remain on his feet.
If not successful, he is knocked
prone for the remainder of the
round. In addition, the defender
takes D2 points of subdual damage.
An attacker making an overbearing
attack is at 2 to his armour class
for the combat round as he is more
exposed than usual.
Tjuvbujpobm!npejgjfst!
Tjuvbujpobm!npejgjfst!
Situational modifiers are nebulous
and, for the most part, those that
the TM deems appropriate. There
are often situations that crop up
where it is impossible to set a rule
or the rules would be unwieldy. In
these circumstances, the TM must
48
Shields
Each type of shield adds +1 or +2 to
armour class whilst being used.
The shield size determines how
many opponents the +1 modifier
applies against. Bucklers are useful
only against one opponent. Small
shields against two and large
shields are useful against up to
three opponents. Shields are no use
against attacks from behind.
Modifier
+5
+10
+1
+2
-10
-2
Dexterity
-4
-2
-4
-6
-10
Bsnpvs!dmbtt
Armour
Cover
Cover confers an armour class bonus as follows:
49
Type of cover
1/4 cover
1/2 cover
3/4 cover
full cover
Armour class
bonus
+2
+4
+6
+10
Disengage
Disengaging is an attempt to get out
of a hand-to-hand combat situation. This is dangerous as it exposes
the character to attacks. If disengaging a character can take no
other action. He may move as far as
possible away from his enemy, but
suffers a 2 to his armour class and
the opponent gets a free attack as
the character tries to get away. The
armour class adjustment applies to
all attempts against the character
in the round, ranged or melee.
Disarm
A fighter, cleric, barbarian or thief
can attempt to disarm an opponent
in melee combat. The attacker must
successfully hit an armour class of
18 plus the level of the defender to
successfully disarm them. For example, a fighter would need to hit
an armour class equivalent of 23 to
disarm a 5th level character. The
defender can add his dexterity bonus (if any) to his effective armour
class.
Dpncbu!nbopfvwsft!
Dpncbu!nbopfvwsft!
Characters can attempt all sorts of
additional actions in combat other
than just shooting their missile
weapons or attacking and so on.
There cannot be rules for everything
that a character will do, but a TM
can make judgements based on
some of the manoeuvres set out below and what seems reasonable in
the circumstances.
Evade
This is a desperate attempt to get
out of the way of an attack. This
allows a one-off defence bonus
against one opponent of +4.
Dodge
The character sacrifices his normal
action to use his best means to
dodge up to three attacks in that
combat round. It can be used
against only those attackers that
the character is facing and aware
of. The character gains +2 to his
Flank attack
This is a side attack that is not directly behind the defender. This
confers a bonus of +1 to hit, as it is
harder to defend against.
50
Rear attack
Attacking from behind
give
the
attacker a +2 bonus
to hit; either with
melee weapons or
with bows.
Two-Weapon
fighting
Characters can attempt to fight with
two weapons, such
as a sword in one hand and a dagger in another. This is not a
common fighting style at this time,
but it is an option. This is very difficult. When using two weapons, the
character must state which is his
primary hand, meaning that the
other is referred to as his off-hand.
Iju!qpjout!
Iju!qpjout!boe!xpvoet!
boe!xpvoet!
Hit points represent the amount of
damage, physical and mental, that
a character or non-player character
can take before passing out or dying. A characters hit points are a
mere abstraction. It is generally a
representation of the overall health
of the individual. The higher the hit
51
Healing
In general, hit points heal at a rate
of one point per day as long as the
character is resting, well fed, kept
warm and comfortable and the
wounds have been cleaned and
tended to. After seven days, the rate
of healing speeds up to include the
characters constitution bonus, if
any (but not penalty). After 14 days
the rate of healing doubles and after
thirty days, it triples. Rates of healing can be improved by medicines,
diet, and level of care or other factors that the TM deems applicable.
Dying
A character that reaches -10 hit
points is dead through trauma and
blood loss. The character is then
buried at the local graveyard, at his
family crypt or in a burial pit. It is
then time for the player to create
another character. Hopefully this
wont happen too often.
Damage
When characters successfully hit
their opponents they cause them
damage, which comes directly from
the foes hit points. When characters
are themselves struck in combat,
the damage caused to them comes
of their own hit points. The damage
caused depends upon the type of
weapon used and this is detailed in
the equipment section of these
rules. The damage is applied immediately. For some characters, the
damage from a weapon will be
enough to kill straight away but for
others the same amount of damage
might leave them with plenty of hit
points remaining, especially where
one character is of a higher level
than another.
Weapon damage
The amount of damage inflicted is
determined by the weapon being
used and can be seen of the equipment (weapons) table. Damage from
melee weapons is adjusted by the
strength modifier of the character
using the weapon. Some animals
use their claws, hooves, horns and
teeth to cause damage. The amount
52
Subdual damage
Subdual damage is not usually fatal. It represents the bludgeoning
damage that a person might receive
when struck in a fistfight or a
brawl, rather than the type of damage knives, swords and arrows
might cause. It probably hurts and
may knock a person out but only
sometimes draws blood and usually
heals quite quickly.
Falling damage
When a character falls from a
height of 5 feet or more, he suffers
falling damage (or more specifically
hitting the ground hard damage).
Falling from heights can be particularly deadly.
If a character falls from a height of
6 to 10 feet, he needs to make a
dexterity check. If the check is successful, the character lands safely.
If the check fails, the character suffers 1D6 points of damage. From
heights of greater than 10 feet,
damage is 1D6 extra per 10 feet
fallen. The damage for each 10 feet
fallen is cumulative. For example, if
a character falls 18 feet, he takes
1D6 for the first 10 feet and 2D6 for
the second 10 feet, for a total damage of 3D6. If a character falls from
a height of 45 feet, he takes 1D6 for
the first 10 feet, 2D6 for the next,
3D6 for the next and 4D6 for the
53
Drowning damage
When a character is in water and
fails a swim check, he can hold his
breath for a number of rounds
equal to his constitution. After that
time, if he fails another swim check
to get his head above water, he
starts to drown. Damage is 1D6 hit
points per round under the water
and is considered subdual damage.
If the character reaches -10 then he
has drowned.
Infection
Every wound
a
character
receives that
is the maximum for that
type of weapon, (e.g. a
natural 4 received from a
dagger) has a
chance of infection. Make
a constitution
saving
roll,
with a challenge rating based on the amount of
damage received less 6. So, with the
dagger, the modifier will be -4 (assuming no damage bonus from a
high strength) +6, = +2.
For a failure,
attributes fall
by 1 and the
fever is worsening.
The
next day, he can get another attribute check and so on. If a physical
attribute (strength, constitution,
dexterity) falls to 0, the character
will die. If a mental attribute falls to
0, (Intelligence, Wisdom or Charisma) the character will go mad.
Stunning
A character will suffer a potential
stun if a hit exceeds his constitution attribute. First of all, make a
constitution saving throw (add level)
to avoid being stunned. Failure
54
Critical hits
A critical hit is a hit that strikes a
vital area of the targets body. This
results in additional damage over
and above that of the normal dice
roll made for damage. Critical hits
potentially occur on a natural roll of
20. That is to say, when rolling to
hit, the die itself comes up with a
20 on its face. If this happens the
player rolls the die again. If the result of the second roll is a hit, then
a critical hit results. If the second
die roll results in a miss, then damage is simply the maximum for the
weapon.
Fumbles
These occur in combat when a natural 1 is rolled on the D20. If this
happens, you automatically miss
the target and need to roll the dice
again. To avoid a mishap, you need
to roll an 8 or higher. Add your dexterity modifier and level to the roll.
Another 1 is always a fumble. If the
result is a fumble, consult the table
below:
13-14
15-16
17-18
19
20
Effect of fumble
You drop your weapon. It is
near enough to retrieve.
Your weapon breaks. It is no
longer useable.
You stumble and are at -1
to your armour class until
your next initiative round.
You slide and are at 2 to
your armour class until
your next initiative round.
You slip and fall over.
Your weapon flies out of
your hand, landing 20
away.
If you are within 5 of a colleague, you knock into him
or her, putting them off
their next attack. If not, you
stumble. Refer to the result
for 8-12 above.
If you are within 5 of a colleague, you could actually
hit him or her. Roll to hit
and damage as normal.
Otherwise drop weapon as
in 1-4 above.
55
10
11
12
13
14
15
16
17
18
19
20
Effect of cr i tical hi t
Hand hit, finger broken. Drop anything in hand. Cannot use for 2 weeks.
Hand hit. D4 fingers sliced off. Dexterity reduced by 1 per finger lost.
Arm hit, and broken. Drop anything in that hand. Cannot use for 4 weeks.
Arm hit, artery severed. Drop anything in that hand. Lose 1 hit point per
round until staunched, with a heal check.
Leg hit and broken. Drop to the ground and cant for 4 weeks. Reduce
move rate by 5 permanently.
Leg hit and artery severed. Drop to floor and unable to move until
staunched with a heal check.
Body hit, ribs broken and knocked out. - 4 attack penalty, reducing to -3
the next week and so on until recovered. Any armour worn is damaged
and needs repairing at 25% of the full cost of the armour.
Body hit, bleeding internally, -1 hit point per round until tended to, with a
heal check. Any armour is damaged and will cost 25% of the full cost of
the armour to repair.
Body hit, serious internal injuries. -2 hit points per round until staunched
with a heal check at -2. Constitution reduced by 1 permanently. Any armour worn is destroyed.
Spine damaged, knocked to the ground. Cannot walk until healed (4
weeks). - 1 strength, permanently. Armour is damaged costing 25% of full
cost to repair.
Groin hit. The pain is such that you can do nothing for an hour. You wont
be having (more) children.
Internal organs ruptured and blood pouring out of stomach wound.
Knocked to ground and cannot do anything. Suffer 3 points of damage per
round until attended to. Armour suffers severe damage and is beyond repair.
Head hit. Will result in a nasty scar. -1 charisma, permanently.
Head hit. Addled your brain a bit. -1 intelligence, permanently.
Head hit. Lose sight in one eye. -2 on any future notice or search checks.
Head hit. Lose hearing in one ear. -2 on any future listen checks.
Head hit. Knocked completely senseless. It will take a full day to come
around. -1 intelligence permanently and suffer forgetfulness. -1 wisdom,
permanently.
Head hit. Skull cracked and knocked to the ground. Bleeding badly. Lose
1 hit point per round until attended to.
Head hit. Loosens quite a few teeth. -1 to any persuasion related checks,
permanently.
Killed outright in a completely nasty way -heart pierced, neck severed,
guts sliced open, brain bashed in, etc.
56
Obssbujwf!pg!dpncbu!
Obssbujwf!pg!dpncbu!
It helps greatly if all of the players
know how combat works, but it is
not strictly necessary for them to.
The TM does need to have a clear
understanding of the rules though
and a good judgement for those occasions (and there will be lots of
them) where the rules dont cover a
specific point.
57
3.
4.
5.
6.
DIBQUFS;!9!
NBHJD!!
This chapter is all about magic in
the world of Tombs & Terrors. To
start there are spell lists for each
magic-using class (Clerics, Mages
and Troubadours), followed by descriptions of those spells. Then
there are details of various magic
items that characters can find in
hidden caches or that powerful
mages can create for themselves.
Tqfmm!mjtut!
Tqfmm!mjtut!
Cleric spell list
Level
1.
2.
3.
4.
5.
6.
0
Cure Minor Wounds
Detect Magic
Detect Poison
Light
Read Magic
Purify Food & Drink
Level
1.
2.
3.
4.
5.
6.
1
Bless Water
Command
Cure Light Wounds
Detect Evil
Hide from Undead
Sanctuary
Delay Poison
Hold Person
Silence
Speak with Dead
Level
1.
2.
3.
4.
5.
6.
3
Continual Light
Cure Disease
Cure Serious Wounds
Dispel Magic
Locate Object
Remove Curse
Level
1.
2.
3.
4.
5.
6.
4
Blessed weapon
Circle of Protection
Cure Critical Wounds
Divine Power
Neutralize Poison
Sticks to Snakes
Level
1.
2.
3.
4.
5.
6.
5
Commune
Dispel Evil
Flame Strike
Greater Command
Insect Plague
Raise Dead
Level 2
1. Bless
2. Cure Moderate Wounds
58
0
Dancing Lights
Detect Magic
Disrupt Undead
Light
Mage Hand
Mending
Read Languages
Read Magic
MAGIC
Level
1.
2.
3.
4.
5.
6.
7.
8.
1
Alarm
Charm Person
Hold Portal
Identify
Magic Missile
Protection from Magic
Sleep
Summon Demon I
Level
1.
2.
3.
4.
5.
6.
7.
8.
2
Continual Light
Detect Invisibility
Invisibility
Knock
Levitate
Locate Object
Web
Wizard Lock
Level
1.
2.
3.
4.
5.
6.
7.
8.
9.
3
Dispel Magic
Fireball
Fly
Hold Person
Invisibility, 10 radius
Lightning Bolt
Protection from Missiles
Water Breathing
Summon Demon II
Level
1.
2.
3.
4.
5.
6.
7.
8.
9.
4
Charm monster
Confusion
Dimension Door
Globe of Invulnerability
Massmorph
Polymorph
Summon Demon III
Wall of Fire or Ice
Wizard Eye
Level
1.
2.
3.
4.
5
Animate Dead
Cloudkill
Conjure Elemental
Hold Monster
5. Passwall
6. Telekinesis
7. Teleport
8. Transform Rock to Mud
9. Wall of Stone or Iron
10. Summon Demon IV
Level 6
1. Anti-Magic Shell
2. Create Undead
3. Control Weather
4. Death Spell
5. Disintegrate
6. Invisible Stalker
7. Move Earth
8. Move Water
9. Project Image
10. Transform Stone to Flesh
59
Level
1.
2.
3.
4.
5.
6.
0
Dancing Lights
Detect Magic
Ghost Sound
Lullaby
Read Languages
Read Magic
Level
1.
2.
3.
4.
5.
6.
1
Charm Person
Disguise Self
Hypnotism
Silent Image
Sleep
Ventriloquism
Level
1.
2.
3.
4.
5.
6.
2
Enthrall
Heroism
Hold Person
Locate Object
Minor Image
Mirror Image
Level
1.
2.
3.
4.
5.
6.
3
Charm Monster
Confusion
Crushing Despair
Deep Slumber
Dispel Magic
Major Image
Level
1.
2.
3.
4.
5.
6.
4
Break Enchantment
Dimension Door
Dominate Person
Hallucinatory Terrain
Hold Monster
Shout
Animate Dead
Spell level: M5
Range: TMs discretion
Duration: Permanent
This spell animates dead bodies into skeletons & zombies. 3D6 (3-18)
undead are thus created, +1D6 per
level of caster over 9th level.
Anti-Magic Shell
Spell level: M6
Range: Caster
Duration: 2 hours
The mage creates an invisible bubble of force around him that is
impenetrable to magic. Spells or
other magic effects cannot pass into
or out of the shell.
Bless
Spell level: C2
Range: All within 20 of caster
Duration: 1 hour
The recipients gain +1 to hit, to armour class and to all saves for the
duration.
Tqfmm!Eftdsjqujpot!
Tqfmm!Eftdsjqujpot!
Here are all the spells of clerics,
mages and troubadours set out in
alphabetical order. Descriptions include the spell level and spellcaster
class, the range and duration. Other information, such as damage or
numbers affected is set out in the
description.
Bless Water
Spell level: C1
Range: Touch, 1 flask
Duration: 1 day
A flask of ordinary water is blessed
so that it will cause harm to undead
and demonic creatures. Damage
from the water is 1D8 + the clerics
level if it hits the target.
Alarm
Spell level: M1
Range: 20 radius
Duration: 2 hours/level
Alarm sounds a mental or audible
alarm each time a creature enters
the warded area. A password can be
set so that friends entering do not
trigger the alarm.
Blessed Weapon
Spell level: C4
Range: Touch, 1 weapon
Duration: 1 hour
Any ordinary weapon can be given a
blessing, conferring a +1 bonus to
hit and damage. Against undead
creatures and demons, it will cause
an additional 2D6 damage if it hits.
60
MAGIC
Break Enchantment
Spell level: T4
Range: 30
Duration: Instant
The spell frees the victim from enchantments, transformations and
curses.
Circle of Protection
Spell level:
Range: 20 radius around caster
Duration: 1 hour
This spell creates a warded area
that prevents undead and demons
from crossing.
Charm Monster
Spell level: M4, T3
Range: 60
Duration: Until dispelled
The spell operates like Charm Person, only it can work on any nonhumanoid.
Cloudkill
Spell level: M5
Range: 20+
Duration: 1 Hour
The caster creates a 15 radius
cloud of poisonous vapours from
thin air, 20 away from himself. The
cloud moves away from the caster
slowly (10 per minute) killing anything of 5HD or less caught up in it
and causing other creatures to
make their poison save or die.
Charm Person
Spell level: M1, T1
Range: 120
Duration: Until dispelled
The spell affects humans, goblins,
orcs and similar human-like creatures. If the spell succeeds (a save
is allowed), the creature or person
is bespelled and carries out the
casters instructions.
Command
Spell level: C1
Range: 30
Duration: 1 round
You give the target a single (one
word) command and it has to obey
it to the best of its ability, if it fails
to save.
Commune
Spell level: C5
Range: Caster
Duration: 3 questions
The caster seeks and receives the
answers from his deity (the TM) to
up to three questions.
Confusion
Spell level: M4
Range: 120
Duration: 2 hours
This spell affects 2D6 creatures,
plus 1 for every caster level above
7th. Creatures of 3HD or fewer are
automatically affected by the spell.
Creatures of 4HD or more must
61
Range: 30
Duration: 1 min/level
An invisible cone of despair causes
great sadness in the subjects. Each
affected creature suffers a -2 penalty on all checks and weapon
damage rolls.
Conjure Elemental
Spell level: M5
Range: 240
Duration: Until dispelled
The caster summons a 16HD elemental (any kind) and binds it to
his control. The caster must concentrate to ensure the elemental
continues to obey his will.
Cure Disease
Spell level: C3
Range: Touch
Duration: Instant
The spell cures all diseases afflicting the subject.
Continual Light
Spell level: C3, M2
Range: Touch
Duration: Permanent
The caster touches an object which
emits light equivalent to a torch.
Control Weather
Spell level: M6
Range: TMs discretion
Duration: TMs discretion
The caster can summon up winds,
rain, hail, snow, sunshine, breeze,
hot, cold, tornadoes and thunder.
Create Undead
Spell level: M6
Range: 120
Duration: Instant
This spell allows the caster to bring
forth and command more powerful
undead than animate dead. Ghouls
(D6), wights (D3), wraiths (D2) or
liches (1) can be summoned up.
This spell can only be cast at night.
Crushing Despair
Spell level: T3
62
MAGIC
Duration: 1 hour
The caster can perceive invisible
creatures or objects.
Detect Magic
Spell level: C0, M0, T0
Range: 60
Duration: 20min
The caster can perceive the location, direction and relative power of
magic within the range of the spell.
Detect Poison
Spell level: C0
Range: 30
Duration: Instant
The caster can tell whether an object, creature, person or area has
been poisoned or is poisonous.
Death Spell
Spell level: M6
Range: 240
Duration: Permanent
The spell kills all creatures of up to
7HD, within a 60 radius
Deep Slumber
Spell level: T3
Range: 120
Duration: TMs discretion
This spell works like Sleep, only it
affects up to 10HD of creatures
Dimension Door
Spell level: M4, T4
Range: 10 casting, 360 teleport
Duration: Instant
The caster can teleport himself, an
object or another willing person
with perfect accuracy to the stated
location, as long as it is within the
spells range.
Delay Poison
Spell level: C2
Range: Touch
Duration: 1hour/level
The subject becomes temporarily
immune to poison and the effects of
poisoning already in the subjects
system.
Disguise Self
Spell level: T1
Range: Self
Duration: 10 min/level
The caster makes him and his
clothing and whatever he is carrying
look
different
(but
still
essentially humanoid).
Detect Evil
Spell level: C1
Range: 60
Duration: 10 min/level
The caster can detect the presence
of evil creatures, such as demons or
undead and roughly what the nature of the evil is.
Disintegrate
Spell level: M6
Range: 60
Duration: Permanent
The caster specifies a target which
disintegrates to dust. Magical materials are not affected and living
things are permitted a save. The
Detect Invisibility
Spell level: M2
Range: 10/caster level
63
Enthrall
Spell level: T2
Range: 120
Duration: 1 hour
If the caster has the attention of a
group of creatures, he can use the
spell to hold them spellbound. The
caster must perform for a full round
after which those affected give him
their undivided attention. The effects last for an hour or until the
caster stops performing.
Disrupt Undead
Spell level: M0
Range: 60
Duration: Instant
The spell causes 1D6 damage to
undead from a ray of energy. It requires a successful ranged to hit
check.
Fireball
Spell level: M3
Range: 120
Duration: Instant
A fiery ball shots from the casters
hands to explode at the target location in an explosion of fire. It has a
burst radius of 20 and damage is
caused to any creature within at
1D6 per level of caster. A successful
save reduces damage by half.
Divine Power
Spell level: C4
Range: Self
Duration: 1 round/level
This spell draws upon the casters
faith and imbues him with strength
in combat. The casters base to hit
becomes his caster level and he
gains +6 to his strength and +1
temporary hit point per level.
Flame Strike
Spell level: C5
Range: 120
Duration: Instant
The caster causes a vertical column
of divine fire to come roaring down
onto its target. The column has a
10 radius and all within suffer 1D6
damage per level of caster. Undead
Dominate Person
Spell level: T4
Range: 60
Duration: One day per level
The caster can control the actions
of any humanoid creature by a telepathic link, if it fails its save. The
64
MAGIC
and demons get no save. Other targets can save for half damage.
Fly
Spell level: M3
Range: Touch
Duration: 2 turns per level
The spell grants the power of flight
at 120 per round.
Hallucinatory Terrain
Spell level: M4, T4
Range: 240
Duration: Until touched or dispelled
The caster can change the terrain to
appear to be anything he desires a
hill can disappear or a forest could
appear on a grassy plain.
Ghost Sound
Spell level: T0
Range: 60
Duration: 1 round per level
This spell allows the caster to create
a volume of sound of whatever noise
the caster desires, up to about that
produced by 4 humans (per caster
level).
Heroism
Spell level: T2
Range: Touch
Duration: 10min/level
This spell gives the target great
bravery in battle; they receive a +2
bonus to all checks to hit, to save
and ability/skill checks.
Globe of Invulnerability
Spell level: M4
Range: 10
Duration: 1 round per level
A shimmering globe surrounds the
area. No spells of 3rd level or lower
can pass through.
Greater Command
Spell level: C5
Range: 60
Duration: 1 round per level
The spell functions like a command
but up to one creature per level may
be affected and the activities con-
Hold Monster
Spell level: M5, T4
Range: 120
Duration: 1 hour +10 mins per level
The caster can target either 1D4
creatures or a single creature who
get a -2 to its save.
Hold Person
Spell level: C2, M3, T2
Range: 120
Duration: 1 hour + 10
mins per level
The caster can target either 1D4 persons (saving
throw applies) or a single
creature who get a -2 to
its save.
65
Invisibility, 10 radius
Spell level: M3
Range: 60
Duration: Makes every specified
target within a 10 radius invisible
in the same way as the invisibility
spell.
Hold Portal
Spell level: M1
Range: TMs discretion
Duration: 1 hour
The spell magically holds a door or
gate in place.
Hypnotism
Spell level: T1
Range: 30
Duration: 2D4 rounds
The caster fascinates nearby creatures with his singing or gestures
causing them to stare blankly. The
caster can then make his suggestions seem plausible and can affect
2D4 HD worth of creatures.
Invisible Stalker
Spell level: M6
Range: Near Caster
Duration: See below
The spell summons an invisible
stalker with 8HD. It will carry out a
task commanded by the caster regardless of how long it takes to do it
and how far it has to go. It cannot
be dispelled; it must be killed to
prevent it carrying out its mission.
Identify
Spell level: M1
Range: Touch
Duration: Instant
The caster can discern the properties of a magic item.
Knock
Spell level: M2
Range: 60
Duration: Instant
The spell unlocks all doors, gates
and portals within its range including those held or locked by most
magic.
Insect Plague
Spell level: C5
Range: 400
Duration: 1 min per level
The caster summons a number of
locust swarms equal to one swarm
per three caster levels.
Levitate
Spell level: M2
Range: Self
Duration: 10min/level
The spell allows the mage to levitate
himself vertically up and down. It
doesnt allow lateral movement.
Invisibility
Spell level: M2
Range: 60
Duration: Until dispelled or attack
is made
The object of this spell (person,
creature or thing) becomes invisible
to
both
normal
vision
and
darkvision. An invisible creature
cannot be attacked or targeted unless its approximate location is
known and even then it would be -4
to hit.
Light
Spell level: C0, M0
Range: 60
Duration: 2 hours
The caster targets a person or object which then glows with light the
equivalent of a torch.
Lightning Bolt
Spell level: M3
66
MAGIC
Range: 120
Duration: Instant
A streak of lightning extends 120
from the fingertips of the caster.
Anyone in its path suffers 1D6
points of damage per level of the
caster, though a save reduces this
by half. The bolt always extends the
full 120 so reflects back if it
strikes something blocking its path
within this range.
Major Image
Spell level: T3
Range: 400
Duration: Concentration +3 rounds
The spell functions like a silent image only it includes sound, smell
and the illusion of warmth or cool if
needed.
Locate Object
Spell level: C3, M2
Range: 90 , 60 +10/level (M)
Duration: 1 min/level
The spell gives the caster the direction towards an object the caster
specifies. The object must be something the caster has seen.
Massmorph
Spell level: M4
Range: 240
Duration: Until dispelled
Up to 100 human or human-sized
creatures are made to appear to be
trees. The illusion is so perfect that
even those moving through them
will not have any suspicions. Elves
or dryads would get a save.
Lullaby
Spell level: T0
Range: 120
Duration: 6 rounds
Any creature within a 10 radius of
the target area that fails its save
becomes drowsy and inattentive. It
makes all notice, search and listen
checks at a -5 penalty for the duration.
Mending
Spell level: M0
Range: 10
Duration: Instant
The caster can repair one object
that was broken.
Minor Image
Spell level: T2
Range: 400
Duration: Concentration + 2 rounds
As silent image, but this spell includes sounds.
Mage Hand
Spell level: M0
Range: 60
Duration:
The caster points at an object of up
to 5lbs weight and moves it in any
direction, up to the range of the
spell, at 15 per round.
Mirror Image
Spell level: T2
Range: Self
Duration: 1 min per level
The caster can create 1D4 duplicates of himself, plus one per 3
caster levels. These figures remain
within 5 feet of the caster or each
Magic Missile
Spell level: M1
Range: 120
Duration: Instant
The caster creates a bolt of magical
energy that causes 1D4+1 damage
67
Project Image
Spell level: M6
Range: 240
Duration: 1 hour
The caster projects an image of his
person to a maximum range of 240.
The image mimics the casters
sounds and gestures and any spells
he casts will appear to come from
the image.
Neutralize Poison
Spell level: C4
Range: Touch
Duration: 10 min
This spell counteracts poison but
does not bring the dead back to life.
Passwall
Spell level: M5
Range: 30
Duration: 30 min
The spell creates a hole through
solid rock, brick or stone. The hole
can be up to 10 deep and is large
enough that a man can walk
through it.
Polymorph
Spell level: M4
Range: Self or 60
Duration: 1 hour per level or until
dispelled
The caster can assume the form of
68
MAGIC
Shout
Spell level: T4
Range: 30
Duration: Instant
The caster emits an ear-splitting
yell that deafens and damages.
Creatures in a 30 cone are deafened for 2D6 rounds and take 5D6
sonic damage. A save reduces both
by half.
Silence
Spell level: T2
Range: 400
Duration: 1min per level
The spell creates a 20 radius area
of complete silence. Conversation is
not possible and spells cannot be
cast in the area. It can be cast on a
living thing and then the area of
silence moves as it moves.
Read Languages
Spell level: M0, T0
Range: Self
Duration: 1 or 2 readings
The spell allows the caster to read
directions, instructions and similar
notations that are written in an unfamiliar or unknown language.
Silent Image
Spell level: T1
Range: 400
Duration: whilst concentrating
The spell creates the visual image of
a creature, object or a force. It does
not create sound or texture. The
image can move around within the
spell range.
Read Magic
Spell level: M0, T0
Range: Self
Duration: 1 or 2 readings
This spell allows the caster to read
magical writings on items or scrolls.
Magical writing cannot be read
without this spell.
Remove Curse
Spell level: C3
Range: Touch
Duration: Instant
This spell removes one curse from a
person or object.
Sleep
Spell level: M1, T1
Range: 120
Duration: TMs discretion
The spell puts to sleep up to 4HD of
creatures, with no save.
Sanctuary
Spell level: C1
Range: Self
Duration: 1 min per level
69
Telekinesis
Spell level: M5
Range: 120
Duration: 1 hour
The caster can lift and move objects
of up to 20lbs per caster level, just
by concentrating.
Sticks to Snakes
Spell level: C4
Range: 120
Duration: 1 hour
The caster may turn as many as
2D8 normal sticks into 1HD
snakes, each one having a 50%
chance of being venomous. The
snakes follow his commands but
turn back into sticks at the end of
the spell or if killed.
Teleport
Spell level: M5
Range: Touch
Duration: Instant
This spell transports the caster or
someone he touches to a destination that the caster knows.
Transform Rock to Mud
Spell level: M5
Range: 120
Duration: 3D6 days
The spell transforms rock (and other forms of earth) to mud or mud
into rock. An area of roughly 300 x
300 becomes a deep mire (or solid
stone), reducing movement to 10%
of normal.
Summon Demon I
Spell level: M1
Range: 30
Duration: 1 min per level
The spell summons a single Imp to
do the casters bidding.
Summon Demon II
Spell level: M3
Range: 30
Duration: 1 min per level
The spell summons a single 3HD
Minor Demon or 1D3+1 Imps.
Ventriloquism
Spell level: T1
Range: 60
Duration: 1 min per level
The caster can make his voice seem
to issue from someplace else.
Summon Demon IV
Spell level: M5
Range: 30
Duration: 1 min per level
The spell summons one Major Demon, 1D3 5HD Minor Demon, 1D6
70
MAGIC
Range: 60
Duration: 2 hours
The caster must announce which
wall he is conjuring. Wall of fire
conjures a wall that flares into being and burns for 1D6+caster level
damage on anyone passing through.
Undead creatures or cold-based
creatures suffer twice this damage.
The caster may create a straight
wall 60 long and 20 high or a circular wall with a 15 radius. A wall
of ice creates a 6
thick ice wall 60
long and 20 high.
Creatures
with
3HD
or
fewer
cannot affect the
wall but creatures
of 4HD or more
can attempt to
break through.
Web
Spell level: M2
Range: 30
Duration: 8 hours
Sticky spider-like webs cover an
area up to 10x10x20. It is extremely difficult to get through the
mass of strands it takes a turn if a
torch or other flame is used. Humans and similar sized creatures
are trapped for a period up to the
TMs discretion.
Wizard Eye
Spell level: M4
Range: 240
Duration: 1 hour
The caster conjures an invisible
magical eye that
can move a maximum
of
240
from its creator. It
floats along as
directed at a rate
of 120 per turn
and he can view
anything
he
would be able to
see if he was
there.
Wall of Stone or
Iron
Spell level: M5
Range: 60
Duration: 2 hours
The caster decides
which
option to cast. A
wall of stone creates a wall 2 feet
thick with a surface area of 1,000
square feet. A
wall of iron creates an iron wall 3
feet thick with a surface area of 500
square feet. Either wall is impenetrable by normal means.
Wizard Lock
Spell level: M2
Range: TMs discretion
Duration: Permanent
As with Hold Portal but this is permanent. A mage three levels higher
than the caster can open the portal
and a knock spell will also work.
Strong beings can just batter down
the door.
Water Breathing
Spell level: M3
Range: 30
Duration: 2 hours
This spell grants the subject the
ability to breathe underwater.
71
DIBQUFS;!:!
NPOTUFST!
BOE!USFBTVSFT!
Fyqfsjfodf!qpjout!gps!
efgfbujoh!gpft!
efgfbujoh!gpft!
When foes are defeated, outwitted
or killed, characters gain experience
points (XP). The number of points
gained depends on how tough the
foe is to kill or defeat. For every hit
die the foe has, there is a base XP
award, set out in the table below.
For every hit point the foe has, extra XP are awarded. Work this out
by multiplying the hit die of the foe
by the number of hit points. So a
gnoll with 12 hit points would work
out as 2 (hit die) x 12 = 24 points
added to its base of 80. For every
special ability the foe has, add the
number in the special ability column. Special abilities would be any
class abilities of NPCs, or any animal abilities, like having more than
one attack in a round. If the TM
feels the special ability is particularly dangerous or not at all dangerous
or useful, add or subtract another
Commoners
Commoners are generally the ordinary NPCs that characters might
meet along the way. They are not
intended to be tough opposition in
a movie they would be the extras
that are either on screen only very
briefly or are killed early on, before
the characters get to the end of
their adventure. Commoners are
classed as 0-level. Sometimes,
commoners take on greater importance in the game than the TM
originally envisaged. In this case,
they might be elevated to NPC status.
NPCs
NPCs are special TM characters.
72
Ipx!up!sfbe!uif!!
Ipx!up!sfbe!uif!!
npotufs!eftdsjqujpot!
npotufs!eftdsjqujpot!
Armour class
If the creature wears armour, this
represents the type of armour that
monster commonly wears. Otherwise the armour class represents
the natural hide of the monster or
its natural agility or speed at avoiding attacks.
XP Table
HD
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base
40
80
160
240
360
540
800
1200
1500
1900
2400
3000
3700
4500
5400
6400
7500
8700
10000
11400
Special
20
40
80
120
180
270
400
600
750
850
1200
1500
1850
2250
2700
3200
3750
4350
5000
5700
Attacks
This is the number and type of attack, whether with natural claws
and fangs or if using weapons
(which would be detailed in the
creature description) and the damage caused.
Hit Dice
The number and type of dice used
to generate the monsters hit points.
The average hit points are included
in brackets. The number of HD is
also used as the to hit modifier for
monsters.
Move
Here is just a selection of the monsters that infest the fantasy world of
Tombs & Terrors. More creatures
will be included in supplemental
books, if there is sufficient demand.
Saves
All monster saves are at a base of
18. The number of HD they have is
a bonus to the save check.
Special
If the creature has any special
abilities, like poison fangs or level
drain, it is noted here.
73
Cbtjmjtlt
Hjbou!Dfoujqfeft!
Hjbou!Dfoujqfeft!
Armour class: 15
Attacks:
Bite (2D6)
Hit Dice:
6D8 (27hp)
Move:
20
Special:
Petrification
XP:
972
Basilisks are great lizards whose
gaze turns to stone anyone who
meets its gaze.
Armour class: 10
Attacks:
Bite
Hit Dice:
1D2 (1hp)
Move:
15
Special:
Poison
XP:
31
Huge centipedes with a lethal poison bite; it causes no damage itself,
but if the victim fails to save (with
+4 to the save) the poison will kill.
Experience points
Cvhcfbst
Dijnfsbt
Armour class: 14
Attacks:
Weapon (1D8)
Hit Dice:
3D8+1 (14hp)
Move:
30
Special:
Stealth
XP:
202
Bugbears are large hairy members
of the goblin/hobgoblin family. They
are actually very stealthy, usually
able to surprise even the most alert
of opponents. They normally use
longswords in combat.
Armour class:
Attacks:
15
Fire Breath (3D8)
Bite (1D10)
Butt (2D4)
Hit Dice:
9D8 (40hp)
Move:
40/80 flying
Special:
Fiery breath
Flight
XP:
3360
A chimera is a winged beast with
the body and head of a lion and two
other heads; one of a goat and one
of a dragon. The dragon breath has
a range of 50. The lions head has a
nasty bite and the goat head has a
dangerous butt.
Dfoubvst
Armour class:
Attacks:
Hit Dice:
Move:
Special:
XP:
15 (or 16)
Weapon (D6)
Kick (D10)
4D8 (18hp)
50
None
312
Dpdlbusjdft
Armour class:
Attacks:
74
13
Bite (1D10)
Hit Dice:
Move:
Special:
5D8 (22hp)
20/80 flying
Petrification,
flight
XP:
830
A cockatrice resembles a dragonwinged rooster with a long, snakelike tail. Its bite causes nasty damage and can turn its victim to stone,
unless a save is made.
Efnpot-!Nbkps!
Efnpot-!Nbkps!
Armour class:
Attacks:
13
Weapon (1D8+3)
or 2xclaws (1D6)
Hit Dice:
7D8 (31hp)
Move:
40
Special:
Damage immunity, spells
XP:
2217
Major demons are able to assume
human form and will often use
magic swords in this form. Out of
human form, they can look like almost anything half-beast, horned
red-bodied humanoids, snake-like
entities, unimaginable blobs of flesh
and so on. They usually have a selection of mage spells up to 3rd
level. They are unaffected by normal
weapons, requiring silvered or magical weapons to harm them. They
have a +4 save against magic, even
magic that normally doesnt allow a
save. Major demons can summon
1D6 Imps or 1D2 3HD minor demons once per day to do their
bidding.
Efnpot-!Jnq!
Efnpot-!Jnq!
Armour class: 12
Attacks:
Bite (1D4)
Hit Dice:
1D8 (4hp)
Move:
20/60
Special:
Flight, Spells
XP:
104
Imps are nasty little blood-red, batwinged creatures from the pits.
They have wicked sharp teeth and
can cast magic missile, sleep and
invisibility spells once per day.
Efnpot-!Njops!
Efnpot-!Njops!
Armour class:
Attacks:
Hit Dice:
Move:
Special:
12
2xClaws (1D6)
3-5D8 (13-22hp)
30
Damage immunity, spells
XP:
374, 560, 830
Minor demons come in all shapes
and sizes but many are vaguely
human-shaped, with vile flashy
bodies, red eyes and nasty looking
claws. They cannot be harmed by
normal weapons, requiring silvered
or magic weapons to harm them.
Many minor demons have up to
four spells from the mage 1st level
list that they can cast once per day.
75
Efnpot-!Cbmsph!
Efnpot-!Cbmsph!
Esbhpot-!Hsffo!
Esbhpot-!Hsffo!
Armour class:
Attacks:
Hit Dice:
Move:
Special:
17
2xWeapons (2D6)
9D8 (40hp)
20/50
Damage immunity, flight, spell
immunity, flames
XP:
4860
These vast demons resemble Minotaurs with great bat-like wings; they
burn with hellfire and are wreathed
in flame. The spells of casters below
6th level have no effect on them and
against even other spells they receive +6 to their saves (saving
against spells that ordinarily do not
offer a save). Ordinary or even silvered weapons cause them no
damage at all, requiring magical
weapons to hit them. The Balrog
attacks with both a whip and a
sword. If the whip hits, the Balrog
drags its victim into his flaming
body, where he suffers 3D6 fire
damage.
Armour class: 18
Attacks:
1xBite (2D8)
Hit Dice:
7-9D8 (36hp)
Move:
30/80 flying
Special:
Flight, breath
XP:
1817, 2688, 3360
Green dragons breathe a cloud of
poisonous gas 50 in diameter. The
gas will kill in 3 rounds if the save
is not made. Damage is 20, 25 or 30
points if the save is made. They can
do this three times a day.
Esbhpot-!Sfe!
Esbhpot-!Sfe!
Armour class: 18
Attacks:
1xBite (2D12)
Hit Dice:
9-11D8 (45hp)
Move:
30/80 flying
Special:
Flight, breath
XP:
3360, 4200, 5295
Red dragons breathe a cone of fire
90 long, 30 wide at the end of the
cone. Damage is 45, 50 or 55 points
(depending on the dragons hit
dice). Damage is halved with a successful save. They can do this three
times per day.
Esbhpot-!Cmbdl!
Esbhpot-!Cmbdl!
Armour class: 18
Attacks:
1xBite (2D10)
Hit Dice:
6-8D8 (31hp)
Move:
30/80 flying
Special:
Flight, breath
XP:
1242, 1817, 2688
Black dragons spit deadly acid in a
line 5 wide and 60 long for 30, 35
or 40 points of damage (depending
on the dragons hit dice). They can
do this up to three times a day. A
successful save reduces the damage
by half.
Eszbet
Armour class: 14
Attacks:
Weapon (1D4)
Hit Dice:
2D8 (9hp)
Move:
40
Special:
Charm
XP:
98
Dryads are beautiful tree-spirits
who do not venture far from their
home tree. They can cast a strong
charm that acts as a charm person
76
Fmfnfoubmt-!Fbsui!
Fmfnfoubmt-!Fbsui!
Armour class:
Attacks:
Hit Dice:
Move:
Special:
3024, 6504, 12800
XP:
Earth elementals are unintelligent
forces of nature, normally conjured
up by powerful mages. They are
hulking humanoid shapes of rock
and earth. They batter opponents
with their great fists and they can
tear down rock and stone structures, able to rip apart a solid castle
wall in 1D4+4 minutes.
Exbswft
Armour class:
Attacks:
Hit Dice:
Move:
Special:
16
Weapon (1D8)
1D8+1 (5hp)
20
Darkvision,
Stonecunning
XP:
65
Statistics above are for the common dwarf, with no particular
unusual characteristics. A dwarf
guard might have a full 9hp or even
class levels.
Fmfnfoubmt-!Gjsf!
Fmfnfoubmt-!Gjsf!
Armour class:
Attacks:
Hit Dice:
Fmfnfoubmt-!Bjs!
Fmfnfoubmt-!Bjs!
Armour class:
Attacks:
Hit Dice:
Move:
Special:
17
2xFists (2-4D6)
8D10,
12D10,
16D10 (44, 66 &
88hp)
20
Destroy stone
17
1xStrike (2-4D6)
8D6, 12D6, 16D6
(28, 42 & 56hp )
360 flying
Flight, Whirlwind,
missile immunity
Move:
Special:
17
1xStrike (2-4D6)
8D8, 12D8 &
16D8 (36, 54 &
72hp)
40
Fire
immunity,
ignite
77
Fmfnfoubmt-!Xbufs!
Fmfnfoubmt-!Xbufs!
Armour class:
Attacks:
Hit Dice:
17
1xStrike (2-4D6)
16D8 (36, 54 &
72hp)
20/80 swimming
Sink ships
Hfmbujopvt!Dvcft!
fmbujopvt!Dvcft!
Armour class:
Attacks:
Hit Dice:
Move:
Special:
11
Special
4D10 (22hp)
15
Paralysis
Spell immunity
XP:
568
Gelatinous
cubes
are
semitransparent
cubes
that
slosh
through underground passages,
engulfing debris and carrion to digest. Their entire substance is
acidic: If the cube hits successfully
(or if someone blunders into one)
the victim must save or become
paralyzed for 6 turns, during which
time the cube will attempt to devour
its victim. Most gelatinous cubes
contain various metallic treasures
or gems that they havent yet digested.
Gelatinous
cubes
are
immune to lightning and cold.
Move:
Special:
3024, 6504, 12800
XP:
Water elementals are unintelligent
forces of nature, normally conjured
up by powerful mages. Water elementals cannot move more than
120 from a large body of water.
They can easily overturn small
boats and, with 1D4+4 minutes, big
ships too. On water, they can batter
ships to pieces within an hour.
Fmwft
Armour class:
Attacks:
Hit Dice:
Move:
Special:
14
Weapon (D8)
1D6+1 (4hp)
30
+1 to hit with
bows, Woodcraft
XP:
64
Statistics above are for the common elf. An elf guard might have a
full 7hp or even class levels.
Hjbout-!Gsptu!
Hjbout-!Gsptu!
Armour class: 15
Attacks:
Weapon (2D6)
Hit Dice:
10D8+1 (46hp)
Move:
40
Special:
Cold immunity
XP:
2360
Frost giants dwell in cold regions
where they build castles in remote
places. They throw boulders or
chunks of ice for 4D6 damage.
Their two-handed swords, they use
in one hand.
Hbshpzmft
Armour class: 15
Attacks:
Claws x2 (1D6)
Hit Dice:
4D8 (18hp)
Move:
15/60
Special:
Flight
XP:
432
Gargoyles are evil, winged, demonlike beasts that resemble the carved
monsters that adorn churches and
78
Hjbout-!Ijmm!
Hjbout-!Ijmm!
Hpcmjot
Armour class: 15
Attacks:
Weapon (2D6)
Hit Dice:
8D8 (36hp)
Move:
40
Special:
Throw rocks
XP:
1488
These appear to be larger versions
of ogres. They throw rocks for 2D8
of damage.
Armour class: 13
Attacks:
1 (1D6)
Hit Dice:
1D6 (3hp)
Move:
20
Special:
Darkvision
XP:
43
Goblins are small, green-grey, tribal, humanoid monsters. The tribes
vary in size from gangs of 4-9 to
tribes of up to 400. Goblins vary in
height from about 3 to 3 feet and
weigh 40 to 45 pounds. They are
sneaky, devious and nasty. They
like to live in underground areas
and fight at -1 in bright sunlight.
They use shortswords, javelins and
shortbows.
Hjbout-!Tupof!
Hjbout-!Tupof!
Armour class: 15
Attacks:
Weapon (2D6)
Hit Dice:
9D8 (40)
Move:
40
Special:
Throw rocks
XP:
1860
Stone giants live in mountainous
areas. They throw boulders for 3D6
damage.
Ibsqjft
Armour class: 12
Attacks:
2xClaws (1D4)
Hit Dice:
4D8 (18hp)
Move:
20/80
Special:
Charm
XP:
432
Harpies have the upper body of a
human female (some look more like
dwarves) and the lower body and
wings of a vulture. Their song is a
charm spell that draws the victim
towards the harpy and their talons,
if they hit, also cause the equivalent
of a charm person. A save is needed
to avoid the charm.
Hopmmt!
Hopmmt!
Armour class: 14
Attacks:
1 (1D8)
Hit Dice:
2D8 (9hp)
Move:
30
Special:
None
XP:
98
Gnolls are tall humanoids with
large hyena-like heads. They live
both above ground and underground in large natural caverns.
They use longsword, scimitars and
crossbows in battle.
Ifmm!Ipvoet!
Ifmm!Ipvoet!
Armour class:
Attacks:
Hit Dice:
79
13
Bite (1D10)
4-7D8 (18-31hp)
Move:
Special:
XP:
40
Breathe fire
432, 650, 972,
1417
Hell-hounds are great dogs with
fiery breath that lurk in the underworld. Their breath causes 2hp
damage per hit die, at up to 10
range. Save for half damage.
Ipstft-!Eftusjfs!
Ipstft-!Eftusjfs!
Armour class: 14
Attacks:
2Hooves (1D3+3)
Hit Dice:
4D10+12 (34hp)
Move:
50
Special:
XP:
N/A
These are large, solid horses. This is
the archetypical knights warhorse.
They can also bite for 1D4+2 damage. They are often armoured when
the rider is going into battle.
Ipchpcmjot!
Ipchpcmjot!
Armour class: 14
Attacks:
1 (1D8)
Hit Dice:
1D8+1 (5hp)
Move:
30
Special:
Darkvision
XP:
45
Hobgoblins are large goblins. In
mixed groups, hobgoblin officers
often lead units of goblins, whom
they bully and make to feel inferior.
Hobgoblins exist in perpetual war
against all other races. They particularly hate elves and will attack
them first, if faced with a choice.
Hobgoblins tend to use longswords,
broadswords, morningstars, crossbows and spears in combat.
Hobgoblins fight at -1 to hit in
bright sunlight.
Ipstft-!Obh!
Ipstft-!Obh!
Armour class: 11
Attacks:
Hit Dice:
1D8+3 (7hp)
Move:
30
Special:
XP:
N/A
This is a very poor horse, pressed
into service either to pull carts or
wagons or perhaps for an extremely
poor squire, as a stop-gap until he
can afford something better
Ivnbot-!Cboeju!
Ivnbot-!Cboeju!
Ipstft-!Sjejoh
Ipstft-!Sjejoh
Armour class: 13
Attacks:
Weapon (1D6)
Hit Dice:
1D6 (3hp)
Move:
30
Special:
None
XP:
43
Bandits are likely to be found in
wilderness areas ready to rob anyone travelling the highways of the
land.
Armour class: 13
Attacks:
2Hooves (1D4+1)
Hit Dice:
2D8+4 (13hp)
Move:
60
Special:
XP:
N/A
This is a good, high spirited riding
horse, bred for speed and distance.
Used for hunting or travel.
80
Ivnbot-!Cfstfslfs!
Ivnbot-!Cfstfslfs!
Ivnbot
Ivnbot-!Tfshfbou!
-!Tfshfbou!
Armour class: 11
Attacks:
Weapon (1D8)
Hit Dice:
1D10 (5hp)
Move:
40
Special:
Berserk
XP:
65
Wild barbarians, they often forego
armour using just a shield. When
they go berserk, they add +1 to
their attacks and damage.
Armour class: 15
Attacks:
Weapon (1D10)
Hit Dice:
2D8 (9hp)
Move:
30
Special:
None
XP:
98
In charge of up to 20 men-at-arms,
the sergeant is better armoured
than his subordinates.
Ivnbot-!Dpnnpofs!
Ivnbot-!Dpnnpofs!
Armour class: 10
Attacks:
Weapon (1D4)
Hit Dice:
1D6 (3hp)
Move:
30
Special:
None
XP:
43
Ordinary people, craftsmen, merchants, farmers and so on. Usually
non-combatants, they might be
armed with a dagger for selfdefence.
Ivnbot-!Nbo.
Ivnbot-!Nbo.bu.
bu.bsnt!
bsnt!
Armour class: 13
Attacks:
Weapon (1D10)
Hit Dice:
1D8 (4hp)
Move:
30
Special:
None
XP:
44
A soldier at the local lords castle or
a gate guard in the city, the man-atarms is often armoured in studded
leather and may have a sword,
spear or a halberd.
Izesbt
Armour class: 14
Attacks:
Bitex5-12 (1D10)
Hit Dice:
5-12D8 (22-53hp)
Move:
30
Special:
No. of attacks
XP:
650 - 5136
Hydras are great lizard-like creatures with between 5 and 12 heads.
Each head has a hit dice of its own
and when the head is killed, that
81
Jowjtjcmf!Tubmlfs!
Jowjtjcmf!Tubmlfs!
Armour class: 17
Attacks:
Bite (2D8)
Hit Dice:
8D10 (44hp)
Move:
120
Special:
Flight, Invisible
XP:
2752
These summoned beings are only
found as a result of the mage spell.
They are invisible flying things that
carry out a specified task. They
cannot be charmed, slept or dispelled.
Nboujdpsft
Armour class: 15
Attacks:
6xSpikes (1D6)
Hit Dice:
6D8+4 (31hp)
Move:
20/80 flying
Special:
Flight, spikes
XP:
1266
Manticores are nasty creatures with
bat-like wings, human-like faces
and lion bodies. They have tails
tipped with 24 iron spikes, which
the creature can hurl off at 6 per
round at up to 120. In some manticores, these spikes contain a
paralysis poison.
Lpcpmet
Armour class: 12
Attacks:
Weapon (1D4)
Hit Dice:
1D4 (2hp)
Move:
20
Special:
None
XP:
22
Kobolds are wicked little goblin-like,
subterranean creatures that use
small clubs, swords, slings or short
bows in combat. They fight at -1 to
hit in broad sunlight.
Nfevtb
Nfevtbt
evtbt
Armour class:
Attacks:
Hit Dice:
Move:
Special:
11
Bite (1D6)
6D8 (27hp)
20
Petrification, poison bite
XP:
1242
Medusas are horrid creatures with
a female face and hair of writhing
snakes and the body of a serpent.
The gaze of a medusa turns those
who view it to stone. Medusas
sometimes use a sword for 1D8
damage. Otherwise they bite, but if
they do their snakes also bite for no
damage, but inject poison.
Mj{bsenfo
Armour class: 14
Attacks:
Weapon (1D8)
Hit Dice:
2D8+1 (10hp)
Move:
20/40 swimming
Special:
None
XP:
100
Lizardmen are reptilian humanoids,
82
Njopubvst
Armour class: 13
Attacks:
Weapon (1D12)
Hit Dice:
5D10 (27hp)
Move:
40
Special:
Butt (3D6)
XP:
495
Minotaurs are man-eating predators, with the head of a bull and the
body of a massive, shaggy-haired
man. They wield large axes or halberds, but will usually go for a
charging head-butt in the first
round of combat.
Qfhbtvt
Armour class: 13
Attacks:
Hooves (1D6)
Hit Dice:
2D8+2 (11hp)
Move:
50/120 flying
Special:
Flight
XP:
N/A
Pegasus are fantastical flying horses.
Phsft
Armour class: 14
Attacks:
1 (1D10)
Hit Dice:
4D8+1 (19hp)
Move:
40
Special:
None
XP:
316
Ogres are big, dumb humanoids of
up to 10 in height. Sometimes they
are used by more intelligent creatures as bodyguards or shocktroops but trying to give them orders is sometimes a danger in itself.
They generally wear smelly animal
skins and use big clubs or thrown
boulders to fight with.
Sbut-!Hjbou!
Sbut-!Hjbou!
Armour class: 12
Attacks:
Bite (1D3)
Hit Dice:
1D6 (3hp)
Move:
40
Special:
Disease
XP:
43
Giant rats are larger versions of
normal rats and are found in cellars, dungeons, crypts and sewers.
The bite causes disease; a save is
required to avoid the effects, which
are up to the TM.
Psdt
Armour class:
Attacks:
Hit Dice:
Move:
Special:
XP:
Orcs are stupid,
13
1 (1D8)
1D8 (4hp)
30
Darkvision
44
brutish humanoids
Uspmmt
Armour class:
Attacks:
Hit Dice:
83
15
2xClaws (1D10)
6D8+3 (30hp)
Move:
40
Special:
Regeneration
XP:
Trolls are as tall as ogres and just
as strong. They attack with their
claws and, if wounded they regenerate at 3hp per round. The only
way to utterly kill a troll is to submerse it in acid or burn it. Some
trolls are turned to stone in sunlight (but revert to their normal
form when the sun goes back in).
Voefbe-!Mjdift!
Voefbe-!Mjdift!
Armour class:
Attacks:
Hit Dice:
Move:
Special:
Armour class: 17
Attacks:
Horn (1D10)
Hit Dice:
4D10 (22hp)
Move:
80
Special:
Teleport
XP:
N/A
Unicorns are shy and benevolent
creatures that allow only a chaste
maiden to approach them. They can
teleport once per day up to 360
(with a rider). When they charge,
they can cause double damage with
their horn. The horn also has healing properties (up to TM how this
works). Unicorns save vs. magic
with a +6 bonus.
Voefbe-!Nvnnjft!
Voefbe-!Nvnnjft!
Armour class:
Attacks:
Hit Dice:
Move:
Special:
16
2xtouch (special)
5D10+1 (28hp)
20
Disease (curse),
spell
immunity,
damage immunity
XP:
1040
Mummies cannot be hit by normal
weapons and silvered ones cause
only 1 point of damage per hit. Even
magical weapons only inflict half
damage. They are undead and not
affected by sleep or charm spells.
Voefbe-!Hipvmt
Voefbe-!Hipvmt
XP:
9-12D8 (32-54hp)
20
Mage spells, spell
immunity, damage
immunity,
paralysis
XP:
4035-8148
Liches are the long-dead remains of
mighty mages, either made undead
by their deliberate acts or as a result of other magical forces. A lich
has the same spells as a mage of
the same level (HD). A liches touch
causes paralysis (no save) and the
very sight causes paralysis by fear
in any creature of 4HD or below.
Liches are malign and intelligent;
unaffected by normal weapons and
charm and sleep spells.
Vojdpsot
Armour class:
Attacks:
Hit Dice:
Move:
Special:
19
Touch (special)
13
Claws x2 (1D4)
2D8 (9hp)
30
Paralysis
Spell immunity
178
84
Voefbe-!Xsbjuit!
Voefbe-!Xsbjuit!
Armour class:
Attacks:
Hit Dice:
Move:
Special:
16
2xClaws (1D6)
4D8 (18hp)
40/60 on steed
Level drain, spell
immunity, damage immunity
XP:
672
Wraiths are powerful wights, immune to non-magical weapons,
except silver (which inflict only half
damage). Wraiths drain 1 level if
they hit with their claws and the
victim fails to save. They can often
be found riding well-trained battle
steeds.
Voefbe-!Tlfmfupot!
Voefbe-!Tlfmfupot!
Armour class:
Attacks:
Hit Dice:
Move:
Special:
11 (or 12)
Weapon (D6)
1D6 (3hp)
30
Half damage*
Spell immunity
XP:
63
Skeletons are animated bones of the
dead, usually armed with the weapons they died with (usually spear
and shield) and under the control of
some evil master. They take half
damage from edged weapons and
only suffer 1 point of damage from
arrows and slingstones.
Voefbe-![pncjft!
Voefbe-![pncjft!
Armour class: 10
Attacks:
1xStrike (1D6)
Hit Dice:
1D8 (4hp)
Move:
20
Special:
Spell immunity
XP:
64
Zombies are walking dead; mindless
creatures under the control of some
evil master.
Voefbe-!Xjhiut!
Voefbe-!Xjhiut!
Armour class:
Attacks:
Hit Dice:
Move:
Special:
14
2xClaws (1D6)
3D8 (13hp)
30
Level drain, spell
immunity, damage immunity
XP:
454
Wights exist in tombs, graveyards
and barrows. They are undead and
not affected by sleep or charm. They
cannot be harmed by normal weapons and require silver or magic to
harm them. If both claws hit, the
subject needs to save, or be drained
of an experience level.
Voefbe-!Cbshiftu
Voefbe-!Cbshiftu!
Cbshiftu!
Armour class:
Attacks:
Hit Dice:
Move:
Special:
18
1xBite (2D6)
6D8 (27hp)
50
Spell immunity,
fear, level drain,
damage immunity
XP:
1512
Barghests are ghostly, undead
hounds. Their howl causes fear.
85
2. Levels 3-5
Xboefsjoh!npotufst
Xboefsjoh!npotufst!
potufst!
D20
Roll
1-4
5-8
9-12
13-14
15-16
17-18
19
20
3. Levels 6-8
D20
Roll
1-4
5-8
9-12
13-14
15-16
17-18
19
20
When do I roll?
In the wilderness, roll once during
the day and once at night. In dungeons, roll every hour. Roll a D6 if
a 6 comes up, an encounter has
happened.
Monsters
20-50 (1D4+1x10) Orcs
3-13 Centaurs
1-3 (1D3) Hill giants
1-2 (1D2) Cockatrice
1-3 (1D3) Trolls
3-6 (1D4+2) Wights
1-2 (1D2) Barghests
1 Green Dragon
4. Levels 9-10
D20
Roll
1-4
5-8
9-12
13-14
15-16
17-18
19
20
1. Levels 1-2
D20
Roll
1-2
3-4
5-7
8-10
11-12
13-14
15
16
17
18
19
20
Monsters
5-25 (4D6+1) Orcs
3-13 (2D6+1) Gnolls
3-13 (2D6+1) Lizardmen
2-5 (1D4+2) Harpies
1-3 (1D3) Ogres
3-6 (1D4+2) Ghouls
1-2 (1D2) Minor Demons
1 Black Dragon
Monsters
3-12 (3D4) Giant centipedes
3-12 (3D4) Giant rats
3-9 (2D4+1) Kobolds
3-9 (2D4+1) Goblins*
3-8 (1D6+2) Orcs
3-6 (1D4+2) Bandits
2-3 (1D2+1) Gnolls
1-4 (1D4) Dwarves
1-4 (1D4) Elves
2-8 (2D4) Skeletons
2-5 ()1D4+1) Zombies
1 Dryad
Monsters
30-80 (1D6+2x10)Orcs
2-5 (1D4+1) Trolls
1-3 (1D3) Stone giants
1 Frost giant
1-3 (1D3) Manticores
2-5 (1D4+1) Wraiths
1-2 (1D2) Major demons
1 Red Dragon
5. Levels 11-12
D20
Roll
1-4
5-8
9-12
13-14
15-16
17-18
19
20
86
Monsters
50-140 (1D10+4x10) Orcs
1-2 (1D2) Chimera
1-3 (1D3) Stone Giants
1-2 (1D2) Frost giants
2-4 (1D3+1) Basilisks
1 Red Dragon
1 Balrog
1 Lich
Usfbtvsf
The characters probably arent adventuring just to kill monsters
they are adventuring to find the
treasure hoards of the kings of old,
ancient caches of gold and silver,
mystical relics of long-dead priests
and the legendary artefacts of olden
heroes. Its appropriate that these
treasures are not just lying around
in the open to be found by any
passing commoner; they are in faraway locations, hidden and guarded
by traps and monsters.
Also, think about the PCs themselves. What classes are they? Make
sure there is something for everyone. Theres little worse than one
PC getting everything because hes
the only one who can use it and the
others going without.
87
D20
1-3
4-6
7-10
11-19
20
1-3
4-5
6-9
10-19
20
1-2
3-4
5-8
9-19
20
1-2
3-4
5-7
8-18
19-20
1-2
3-4
5-7
8-18
19-20
Coi ns
None
1D6 10 sp
1D6 10 gp
2D8 10 gp
2D4 10 gc
None
1D6 100 sp
3D4 10 gp
4D10 10 gp
4D6 10 gc
None
1D4 1,000 sp
3D10 10 gp
1D6 100 gp
1D4 100 gc
None
2D6 1,000 sp
1D6 100 gp
4D10 100 gp
2D6 100 gc
None
1D4 10,000 sp
3D10 100 gp
1D6 1000 gp
1D4 1000 gc
D20
1-18
19
20
Goods
None
1 gem
1 art
D20
1-17
18-19
20
It ems
None
1 mundane
1 minor
1-16
17-19
20
None
1D3 gems
1D3 art
1-10
11-17
18-20
None
1 mundane
1 minor
1-14
15-19
20
None
1D3 gems
1d3 art
1-9
10-16
17-20
None
1D3 mundane
1 minor
1-13
14-19
20
None
1D4 gems
1D3 art
1-8
10-15
16-20
None
1D4 mundane
1 minor
1-12
13-18
19-20
None
1D4 gems
1D4 art
1-7
9-14
15-20
None
1D4 mundane
1D3 minor
Gem table
D20 Roll
1-5
6-9
10-12
13-15
16-17
18-19
20
Gem/jewellery value
D6 gp
D6 x 10gp
D6 x 100gp
D6 x 250gp
D6 x 500gp
D6 x 1,000gp
10,000gp
Art table
D20 Roll
1-5
6-9
10-12
13-15
16-17
18-19
20
88
Art value
2D4 gp
2D4 x 10gp
2D4 x 100gp
2D4 x 250gp
2D4 x 500gp
2D4 x 1,000gp
1D4 x 5,000gp
6-8
9-11
12-14
15-16
17-18
19
20
Ring table
D6 Roll
1
2
3
4
5
6
Item type
Random selection of
goods from equipment
lists
1D6 melee weapons
1D6 ranged weapons
1D3 shields
1D3 suits of leather
1D3 chain shirts
1 suit of half plate
1 suit of full plate
Cloak table
D6 Roll
1
2
3
4-5
6
Item type
Potion
Scroll
Ring
Cloak
Weapon
Shield
Armour
Cloak type
Strangulation
Elven
Invisibility
Protection +1 AC
Protection +2 AC
Weapon table
D6 Roll
1
2-3
4
5
6
Potion table
D6 Roll
1
2
3
4
5
6
Ring type
Cursed
Regeneration
Spell Storing
Protection +1 AC/saves
Protection +2 AC/saves
Protection +3 AC/saves
Potion type
Poison
Flying
Healing
Polymorph
Invisibility
Shrinking
Weapon type
Cursed -1
Magic +1 to hit/dam
Magic +2 to hit/dam
Magic +3 to hit/dam
Bane*
Scroll table
D6 Roll
1
2
3
4
5
6
D6 Roll
1
2-3
4
5
6
Scroll type
Cursed
3 Cleric spells*
3 Mage spells*
3 Troubadour spells*
Protection, Demons
Protection, Undead
Shield type
Cursed -1 AC
Magic +1 AC
Magic +2 AC
Magic +3 AC
Protection vs. fire +4*
*Of one level higher than the highest level spell that the PCs can cast
themselves. Choose 3 spells from
appropriate list.
D6 Roll
1
2-3
4
5
6
Armour type
Cursed -1
Magic +1 AC
Magic +2 AC
Magic +3 AC
Lighter weight & enc*
89
DIBQUFS;!21!
SVOOJOH!
BEWFOUVSFT!
Qmboojoh!bewfouvsft!
Qmboojoh!bewfouvsft!
Some TMs like to wing their adventures completely and others like to
have everything planned out in the
finest detail. In Tombs & Terrors, it
is probably best to do some preplanning. You might want to draw
out a crypt for the characters to explore; youll also need to add traps
(if appropriate) and populate it with
monsters so that there are plenty of
things for the characters to defeat
before they reach their goal. Youll
need to leave yourself some room
for manoeuvre, because inevitably
the players will follow a different
course than the one youve meticulously prepared. They may even
jump to some conclusions that you
90
RUNNING ADVENTURES
Opo.
Opo.qmbzfs!
qmbzfs!
dibsbdufst!
dibsbdufst!
Xibu!jt!uif!bewfouvsf@!!
Xibu!jt!uif!bewfouvsf@!!
In Tombs & Terrors, most adventures will revolve around breaking
into old tombs and subterranean
vaults to find long-lost treasures.
Many of these dark places are
guarded by traps and evil monsters;
placed there by wizards and priests
long ago to guard the dusty passages and burial chambers. Those that
arent guarded were looted long ago.
91
Experience points
After characters defeat the bad (or
good) guys, collect gold and do other adventurous things they earn
experience points (XP). The TM can
award these points as he sees fit,
but the following suggestions are
recommended:
Foes
The TM adds the value of all foes
overcome during the adventure. The
points for monsters and NPCs are
set out in the appropriate description in the Monsters & Treasure
chapter.
Money
Although not all TMs will award experience for making money some
will. This is especially important to
characters for whom earning loot is
particularly important troubadours
could
get
experience
whenever they perform to a large or
important audience, thieves get experience for loot made from
robberies and mercenaries from
looting and so on. The amount of
the award is up to the TM and will
depend on how much money he has
available to his characters, but it
should be something like an experience point per gold piece.
Sfxbset!
Sfxbset!
As
characters
complete
their
quests, win their battles, bring
treasures out of the vaults, outwit
their opponents, bring their infor-
92
RUNNING ADVENTURES
Story
The TM should assign an experience point value to each adventure
and award that total to each character who completed the adventure.
Role-playing
The TM can also award specific experience
point
bonuses
to
characters for good role-playing, in
a specific situation or over the
course of the adventure. 50 to 500
points is a good base, depending on
the characters current level.
Hbjojoh!mfwfmt!
Hbjojoh!mfwfmt!
Bo!bmufsobujwf!tztufn!
Bo!bmufsobujwf!tztufn!
93
Bewfouvsf;!
Bewfouvsf;!
Uif!Nbhft!Nbotf!
t!Nbotf!
TMs overview
This is a traditional style adventure.
The PCs meet up in an inn where
they hear about the old wizards
house up in the wooded hills to the
north of the city. They learn some
rumours about the place, some of
which are true and some are false.
They then have to fight their way
through the goblin infested forests
that surround the building. Once
there they have to explore the buildings behind the gated walls, to
discover the hidden underground
vaults containing the treasures of a
presumed dead wizard.
14
1xSword (1D6+1)
3D6 (12hp)
30
Back attack, traps,
stealth, gossip, notice, pick pockets,
disguise
XP:
436
Drago has a sword and dagger and
wears studded leather. His Primes
are Dex and Str and are both 13 (all
other attributes are 10). He has a
pouch of 18gp and 16sp. However
in his room at the inn is a box containing 100gp (his payment for
information given to the orcs).
The landlord of the tavern is Hennick Brewer. His wife Reema cooks
the food and their daughter Mila is
the serving maid. They are all 0level commoners (see p.81). Their
son Aldrick helps out behind the
bar and is the bouncer. He is a
man-at-arms (p.81) and uses a
cudgel although he also has a
sword.
1.
2.
3.
4.
5.
94
RUNNING ADVENTURES
6.
3.
4.
2.
3.
4.
5.
6.
5.
6.
2.
95
Key
1 square = 5
1) Guarding the outer gate are
3 average orcs (see p.83).
2) This inner compound will
have 1D4+1 average orcs in
it on a roll of 1-2 on a D6.
The north and east gates are
unlocked but the west gate
is locked and wizard locked
(p.71)
3) A small garden area, now a
bit overgrown with weeds.
There is an ornamental pond
in the s-e corner and a
summer house in the north.
The pond has 6 fish in it (AC
14, 1hp each, razor-sharp
teeth, that will bite for 1
point of damage). At the bottom of the 4 deep pond are
36gp)
4) The summer house
has been used as the quarters
of the
outer-gate
guards (see 1 above). There
are four beds in here, and
one has a sleeping orc in it.
Hidden under and in the
beds are a total of 12gp and
34sp.
5) There is a circle of
stones in this walled area
that exude a feeling of evil.
They are each about 2 in
diameter and about 3 high,
with magical symbols inscribed onto them. It is here
that the Mage summoned
the demon that granted him
life eternal, in exchange for
his soul. The stones explain
the technique of summoning a demon. A mage
without the Summon Demon
I spell can learn it (and cast
it) here. A mage that al-
The Manse
The manse is surrounded by an 8
high foot thick wall. The main gates
are 8 wide and made of thick oak.
Interior walls are lower (6) and
thinner (6). Interior gates are about
6 wide.
96
RUNNING ADVENTURES
97
3) As 2) above.
4) This is where the Mage has
stored his magical treasures.
The room looks pretty much
like his room above ground
(p.97), except it looks far
more sumptuous. There are
shelves around the walls full
of books (lots of subjects,
lots of different languages,
some very old if read fully,
a book will give a +1 to the
appropriate knowledge). One
book is the Mages spell
book, but it is hidden inside
one of the mundane books
(a treatise on the potters
art). There is a large locked
chest in the room (the key is
with Aggyx). The chest contains 3 robes. One robe is
magical and gives +1 protection to the wearer. The
other two are quite fancy
and are worth 30gp each.
There is also a ring of spell
storing (it enables a Mage to
place up to three of his
known spells into it), 2 potions of healing, a potion of
invisibility and a dagger +1.
5) The door into the
room is locked. There are 12
skeletons in this room, set
specifically to guard the
way in to the secret chamber to the south.
6) There are 2 ghouls
(p.84) in this otherwise
empty room.
7) This is a large storage cellar. There are lots of
mundane items in here and
much of the foodstuffs have
rotted or been nibbled at by
rats. However, there are 2
cases of wine that would
The Undercroft
The steps lead northwards, whilst
going down about 30 underground.
They come out into the passage on
the south edge of the map below.
Key
1 square = 5
1) The door into the room is
locked. There is a minor demon (3HD p. 75) set to
guard this otherwise empty
room. There is a secret door
in the east wall.
2) This was to be used for storage and there are shelves
around the walls. The room
is otherwise empty.
98
RUNNING ADVENTURES
99
UPNCT!BOE!UFSSPST!
CHARACTER SHEET
PLAYER NAME________________________________________
CHARACTER NAME__________________________________
Class__________________________________________________
Level____________________ Gender_____________________
Age__________ Height____________Weight_____________
Features______________________________________________
CHARACTER SKETCH/NOTES
________________________________________________________
___________________________________________________________
[ATTRIBUTE CHECK = D20 + ATTRIBUTE MOD + LEVEL]
ATTRIBUTES
SAVING THROWS
P/S/T
MOD
TN
[
]
STR
_______
______
______
[
]
INT
_______
______
______
[
]
WIS
_______
______
______
[
]
DEX
_______
______
______
[
]
CON
_______
______
______
[
]
CHA
_______
______
______
DEFENCE CLASS
HIT POINTS
EXPERIENCE
SP
GP
GC
CLASS ABILITIES & SKILLS
__________________________________________________
__________________________________________________
__________________________________________________
__________________________________________________
__________________________________________________
__________________________________________________
__________________________________________________
__________________________________________________
__________________________________________________
__________________________________________________
__________________________________________________
__________________________________________________
__________________________________________________
EQUIPMENT
__________________________________
__________________________________
__________________________________
__________________________________
__________________________________
__________________________________
__________________________________
__________________________________
__________________________________
__________________________________
__________________________________
__________________________________
__________________________________
ENC______PENALTY_____MOVE____
WEAPON
______________________
______________________
______________________
______________________
______________________
______________________
BONUS TO HIT
__________
__________
__________
__________
__________
__________
DAMAGE
_________
_________
_________
_________
_________
_________
SPECIAL
__________________________________
__________________________________
__________________________________
__________________________________
__________________________________
__________________________________
Look out for these great games from Beyond Belief Games & Cubicle 7:
BARBARIANS OF LEMURIA (BoL)
The sword & sorcery role playing game, with rules that really do reflect
the genre. Available in PDF from RPGNow, or in print from its publisher
Cubicle 7 Entertainment or your local hobby store
MEDIEVAL MYSTERIES
Sleuthing in the Middle Ages
Old School Role Playing inspired by Brother Cadfael
WEBSITES
CUBICLE 7 ENTERTAINMENT:
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